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About the StoryThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.
The Wizard incants "Fantasize," but nothing happens. He shakes his wand. Nothing happens. With a slightly embarrassed 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.
Language: English (en)
Current Version: Unknown
Development System: ZIL
Forgiveness Rating: Cruel
Sequel to Zork I, by Marc Blank and Dave Lebling
Adapted from Zork, by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
Followed by sequel Zork III, by Dave Lebling, Marc Blank
Adventure Classic Gaming
Gameplay follows the tradition set by the previous game of the trilogy. It is totally absorbing. You meet the Wizard of Frobozz very early on when he tries to prevent you from completing your quest. He also appears at random places throughout the game and casts various spells at you that can delay you considerably, but it is well worth noting the names of them. [...] From the perspective of an adventure gamer with a passion for interactive fiction, I really enjoy the complexity of some of the puzzles. They require an awful lot of thinking!
-- Karen Tyers
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Zork II picks up where its predecessor left off in many ways -- the beginning deposits you inside the barrow that had marked the end of Zork I, your trusty lamp and sword are by your side, and your mission seems at the outset to be more treasure-gathering. But Zork II parts company with the first of the series in a variety of important ways as the game progresses -- that sword is useful, but in a way far more interesting than hack-and-slash -- and the changes suggest that the folks at Infocom were interested less in putting out more of the same than in refining their product and heightening ths challenge.
-- Duncan Stevens
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As usual in Infocom games there are plenty of puzzles, some easy and some very tricky. You meet many characters including a princess, (who is helpful), a dragon, a lizard's head embedded in a wall, (I never managed to locate his body) and a dog with three heads - a real pet once you give him what he wants.
-- Joan Dunn
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|Average Rating: |
Number of Reviews: 5
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Most Helpful Member Reviews
Itís been suggested that Zork 2 was the more humorous one of the original trilogy, which Iíd agree with since I do remember more amusing bits in it. Even a simple description of the dragon being annoyed by your attempt to kill him were worth a chuckle. Might not have been Hitchhikerís, but there was definitely more personality in this one compared to the first.
One major bit of the game which kept me engaged was the wizard who continues to pop up to troll you. Sometimes resulting in your death if he cast certain spells that really hampered you in a particular location. One example I can think of that happened to me was him causing me to float in the topiary which resulted in the hedge monsters there eventually kill me. It worked in your favor on a rare occasion though as sometimes the wizardís spells would fail and nothing would happen.
The wizard and his actions would probably considered grossly unfair and random nowadays (Actually it was back then too) but it provided more entertainment for me. Another plus was the lack of a huge pointless maze though a few of the more frustrating puzzles probably made up for that.
Itís still a solid game in most ways, but I think this was the one where I started to realize that I wasnít really into the whole Zork setting.
I prefer Zork I's treasure drop off system, however. It was annoying having a huge pile of treasure, not knowing what to do with it.
I used a walkthrough on a few places (especially the oddly-angled room), because I wanted to see the whole game. Having completed MIT Zork before made some of the hardest puzzles trivial.
Rather than just collecting treasures, your goal is to face the evil wizard. Thus, the story has more inherent conflict and gives it more weight. The map is also more manageable, with no mazes (though there are some tricky room exits). Some of the puzzles are very clever, my favorites being the carousel room and the bank vault. Unfortunately, one requires familiarity with baseball, which isnít fun for non-American players.
Probably my favorite of the three entries, though still not terribly satisfying with minimal plot and some obtuse puzzles.
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I'm very interested in hearing truthful accounts of at least somewhat difficult games (or games that don't solve themselves at least) solved completely without recourse to hints, walkthroughs, etc.
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