[info] BALLYHOO 1986 Mystery Difficulty: ^^^&& [description] Spurred by your natural curiosity, you stick around after the show in the big top, hoping to catch an after-hours performance. Perhaps you'll get a peek at an impromptu clown act, or watch the late-night feedings of the exotic animals you goggled at earlier. But life at the circus isn't glamorous after the audience has gone home: instead of flashy feats, you overhear a mysterious conversation: a little girl - the circus owner's daughter - has been kidnapped! Her father is too naive (or is he too pompously stupid?) to do more than hire an inept detective to find her. He remains blindly loyal to his overworked performers, but... could it be an inside job? The girl might be hidden somewhere on the circus grounds... and one of the performers might be her abductor! So you do what anyone would do in these circumstances: set out to rescue the damsel in distress. The odds aren't in your favor: you - a spectator, a bystander, an outsider in a defensive close-knit community - trying to find a girl you've never met, in a place you know nothing about, among bizarre people who want nothing to do with you. Some would call you brave. Some would call you foolish. Every circus has its seedy underside. But few are as dangerous as this. [versions] R97.851218.Z3=r97 / 851218 -- [info] CUTTHROATS 1984 Adventure Difficulty: ^^^&& [description] In Cutthroats, you are a skilled diver living on Hardscrabble Island, a small seaport past its prime. You will try to salvage a treasure from one of four shipwrecks; if you are successful, you will be fabulously and enormously respected among old salts. Some characters in the story will help you; others will try to stop you any way they can. If you can think logically and keep your throat intact, the treasure can be yours. There is more than one shipwreck in Cutthroats, but in each story you will be trying to recover only one particular treasure. When you restart the story, you may find yourself diving for a different treasure. [versions] R23.840809=r23 / 840809 -- [info] DEADLINE 1982 Mystery Difficulty: ^^^^^ [description] A wealthy industrialist, Mr. Marshall Robner, locked himself in the upstairs library of his New England colonial estate one night and committed suicide by taking a lethal overdose of anti-depressants. Or did he? You are the Chief of Detectives. You've been asked by Robner's attorney to make a thorough investigation of the case, simply to "quash the suspicions which are inevitable" when a moneyed man dies a sudden and unnatural death. The Medical Examiner found nothing unusual, and interviews with family members and family associates are consistent with the idea that Robner committed suicide. Everything fits neatly -- maybe too neatly. You smell foul play, and you have 12 hours to crack the case. If you arrest someone, you'd better have the three traditional ingredients to an ironclad case for the prosecution: the accused must have had a motive, a method, and ample opportunity to commit the crime. There are many possible endings to this case, and the one you reach is determined by your actions and by the deductions you draw from the evidence you gather. But one ending fits the facts better than any other, and you will know it when you reach it. [versions] R27.831005.Z3=r27 / 831005 R26.821108.Z3=r26 / 821108 R22.820809.Z3=r22 / 820809 R21.820512.Z3=r21 / 820512 R19.820427.Z3=r19 / 820427 R18.820311.Z3=r18 / 820311 -- [info] ENCHANTER 1983 Fantasy Difficulty: ^^^&& [description] An Evil Warlock has subjugated the land to his power. All who have opposed him have failed. But many years ago, in another age, the great Elders of the Circle of Enchanters foresaw the possibility of these dreaded occurences. They realized that no fully accomplished Enchanter could penetrate the Warlock's defenses unrecognized, and knew that the task of freeing the land would fall to a journeyman conjurer. You have been identified as the Apprentice Enchanter who must save the land from the Warlock. As a fledgling Enchanter, you have learned your lessons but have not faced all your tests. You possess great power, but in the ranks of necromancers you are a lowly and ignorant person indeed. You have been well trained in the basics of magic, and you will be greatly aided by the spells you know and the spells you will learn. But you must also rely on your powers of observation and quick wits. [versions] R29.860820.Z3=r29 / 860820 R24.851118.Z3=r24 / 851118 R16.831118.Z3=r16 / 831118 R15.831107.Z3=r15 / 831107 R10.830810.Z3=r10 / 830810 -- [info] HITCHHIKER'S GUIDE TO THE GALAXY 1984 Sci-Fi Difficulty: ^^^&& [description] Don't Panic! In this story, you will be Arthur Dent, a rather ordinary earth creature who gets swept up in a whirlwind of interstellar adventures almost beyond comprehension. As the story begins, bulldozers are waiting to reduce your house to rubble to make way for a motorway bypass. While you attempt to deal with this problem, your rather strange friend Ford Prefect drops by to tell you that the Earth is about to be demolished to make way for an interstellar bypass! If you survive this double threat, you'll embark on a series of inter-galactic misadventures even funnier than your worst nightmares! And because anything is possible in The Hitchhiker's Guide to the Galaxy, you may soon not even be sure of your own identity! A special note for people who have read the book The Hitchhiker's Guide to the Galaxy: although the opening of the game is fairly similar to the book, the story quickly diverges, with lots of new material and different twists. Familiarity with the story may make a few of the early puzzles easier, but if you rely too heavily on this previous knowledge you will certainly befuddle yourself. [versions] R59.851108.Z3=r59 / 851108 R58.851002.Z3=r58 / 851002 R56.841221.Z3=r56 / 841221 R47.840914.Z3=r47 / 840914 -- [info] HOLLYWOOD HIJINX 1987 Adventure Difficulty: ^^^&& [description] As a child, you spent most of your summers with your Aunt Hildegard and Uncle Buddy. What memories! Uncle Buddy was a Hollywood big-shot, Aunt Hildegard his loving (and very rich!) wife. They had no children on their own, but you and your cousins loved their house, their parties, the Hollywood memorabilia, and them. Sure, Buddy and Hildy were a bit eccentric - but that added to their charm. Aunt Hildegard kept the house when Uncle Buddy passed away. And now that she's suddenly died, you remember her unusual will. You will inherit the entire estate - probably worth millions - if you can spend one night in the house and on the grounds, and find a treasure or two. But if you can't, then you inherit nothing. And so Hollywood Hijinx begins with you being dropped off in front of a dark house, not too far from Hollywood... [versions] R37.861215.Z3=r37 / 861215 R235.861118.Z3=r235 / 861118 -- [info] INFIDEL 1983 Adventure Difficulty: ^^^^& [description] You like to think of yourself as a bold and adventurous soldier of fortune, daring to brave the perils of the Egyptian Desert in search of a great lost pyramid. In fact, you're a small-time explorer, and you've just been marooned by your crew. Thoughts of getting lost, starving to death, or dying of thirst cross your mind, but you are sustained by the faint hope that you can somehow find the pyramid in this smouldering heat. You're all alone. Perhaps the sun has affected your thinking. Do you really expect to find a lost pyramid in this vast, endless desert, much less survive? Even if you do find it, can you get inside? Hardest of all, are you capable of matching wits with the ancient Egyptians? Still, you're driven onward against desperate odds. Undreamed-of riches and treasures beyond imagination await you. And your pride and dignity, your reputation and self-esteem, are at stake. For you are branded INFIDEL. [versions] R22.830916.Z3=r22 / 830916 -- [info] LEATHER GOODESSES OF PHOBOS 1986 Comedy Difficulty: ^^^&& [description] 1936. In the United States, a new miracle fabric called nylon is becoming popular, the Great Plains continue to suffer from a severe drought that is turning the region into a Dust Bowl, Alf Landon is running for President, Victor Hess is receiving the Nobel Prize for Physics for discovering cosmic radiation, Gone With the Wind is the best-selling novel, and steak is twenty-five cents a pound. Elsewhere, black track star Jesse Owen is embarrassing Adolph Hitler by winning four gold medals at the Olympic Games in Berlin, Edward the VIII of England is abdicating the throne to marry a commoner, the Spanish Civil War is beginning to heat up, and the Leather Goddesses of Phobos are completing plans to invade the Earth and turn it into their private pleasure world. Don't let anyone ever tell you that nothing happens in Upper Sandusky, Ohio, because on this day in 1936, you're snatched out of your favorite bar in Upper Sandusky - kidnapped by minions of the evil Leather Goddesses. You are brought back to Phobos as an experimental subject, as preparations continue to enslave every man and woman on Earth. If you succeed in escaping the clutches of the Leather Goddesses, you will begin an odyssey the likes of which you have never even imagined (except, perhaps, in certain very enjoyable dreams). With your loyal friend and fellow Earthmate at your side, you will begin a naughty, bawdy, rowdy, rousing and very, very amusing romp across the solar system. Your mission, should you be able to catch your breath long enough to think about it, is to collect the materials you'll need to ultimately defeat the Leather Goddesses of Phobos and save humanity! Are you "up" for the job? [versions] R59.860730.Z3=r59 / 860730 R50.860711.Z3=r50 / 860711 -- [info] THE LURKING HORROR 1987 Horror Difficulty: ^^^&& [description] In The Lurking Horror, you are a student at G.U.E. Tech. You have braved a snowstorm to get to the Computer Center and finish work on an assignment. But the snowstorm has turned into a raging blizzard, and has trapped you in a complex of buildings late at night. You are not alone, fortunately ... or perhaps, unfortunately. 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 your nightmares for weeks. [versions] R221.870918.Z3=r221 / 870918 R219.870912.Z3=r219 / 870912 R203.870506.Z3=r203 / 870506 -- [info] MINI-ZORK 1987 Fantasy Difficulty: ^^^&& [description] This is a condensed version of Zork I, reduced to make it viable for the cassette-based Commodore 64. The only Infocom story file ever to be intended to run from cassette rather than disk, Mini-Zork has been compared to a Reader's Digest edition of a classic. It is one of several remakings of Zork from the final years of Infocom. In November 1990, a year after Infocom had effectively become defunct, Mini- Zork was given away with the British Commodore magazine "Zzap! 64" no. 67, which is now a collector's item. [versions] R34.871124.Z3=r34 / 871124 -- [info] MOONMIST 1986 Mystery Difficulty: ^^&&& [description] In Moonmist, you are a famous young American detective. An old friend, Tamara Lynd, has written you a letter, asking for your help. And so you have travelled to England to test your detective skills. As the story begins, you meet some interesting guests. But your visit soon turns to mystery, as a trail of riddles and clues leads you to a hidden valuable treasure. But Tamara is worried about a ghost that is tormenting her. What does the ghost want? Is it jealous of her? Does the ghost want the hidden treasure for itself? Or is the ghost a fake -- just someone dressing up to frighten Tamara? If so, why? These mysteries and others are waiting to test your wits in Moonmist. [versions] R9.861022.Z3=r9 / 861022 R4.860918.Z3=r4 / 860918 -- [info] PLANETFALL 1983 Sci-Fi Difficulty: ^^^&& [description] After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year dark age settled upon the galaxy. Interstellar travel was non-existent, and many star systems descended into a near-barbaric state, buring coal and gas for energy, and growing food directly from exposed topsoil. In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of the Union government on Tremain) began exploring the galaxy, searching for the human civilizations that are the remnants of the Second Galactic Union. You are a native of the planet Gallium. Although it is one of the most politically powerful worlds in the Union, Gallium is no garden spot. In fact, the Gallium Chamber of Commerce brochure entitled "Ten Great Reasons to Visit Gallium" ends on page 3. The author ran out of reasons after listing just two. For five generations, your family has served in the Stellar Patrol. Your great-great-grandfather was a High Admiral and one of the founding officers of the Patrol. It was taken for granted that when you came of age you would join up. Now, more than a year after signing up, and two months after being transferred to the S.P.S. Feinstein, you are still only ranked Ensign Seventh Class. You superior officer, Ensign First Class Blather, has been making your life miserable. You're beginning to wonder if you're really cut out for the Stellar Patrol... [versions] R37.851003.Z3=r37 / 851003 R29.840118.Z3=r29 / 840118 R26.831014.Z3=r26 / 831014 R20.830708.Z3=r20 / 830708 -- [info] PLUNDERED HEARTS 1987 Romance Difficulty: ^^&&& [description] Plundered Hearts is set in the late 1600s, where you are living the gentle life of a beautiful young Englishwoman. You have received news that your dear father is ailing, and so you are travelling to the West Indies to care for him. As the story opens, the ship you are aboard is attacked by pirates, and you are carried off by the dashing pirate captain! But this does not dissuade you from your determination to find your father. Along the way, you shall encounter danger, adventure ... and more than a touch of romance. [versions] R26.870730.Z3=r26 / 870730 -- [info] SEASTALKER 1984 Adventure Difficulty: ^&&&& [description] Welcome to the world of Infocom's junior interactive fiction, a world where: * you can become the hero or heroine in a story, * you can use your own thinking to guide the story from start to finish, * you can meet other people, who may or may not help you, and * you can go to new places, figure out mysteries and puzzles, and fight against monsters or enemies. In Seastalker, you become a young inventor working in your father's business. Your newest invention is a small submarine that has only two seats inside, for you and your pal Tip. The submarine, called the Scimitar, can dive deeply into the sea to capture plants and animals for you to study. But you will have to use it to save your undersea scientific station from a sea monster that is attacking it! [versions] R16B.850603.Z3=r16 / 850603 R16A.850515.Z3=r16 / 850515 R15B.840522.Z3=r15 / 840522 R15A.840501.Z3=r15 / 840501 R86.840320.Z3=r86 / 840320 -- [info] SORCERER 1984 Fantasy Difficulty: ^^^^& [description] In your late youth you left home to join the Guild of Enchanters. After years of schooling, you achieved the rank of Apprentice Enchanter. In fulfillment of an ancient prophecy, you were sent to find Krill, an evil warlock who had loosed a pestilence upon the land, and who threatened the very existence of the Circle of Enchanters. Only someone guileless and inexperienced in the ways of magic could slip into Krill's realm unnoticed. By defeating Krill, you earned a seat on the Circle of Enchanters, sitting at the right hand of your mentor, the leader of the Guild, Belboz the Necromancer. Several years have passed, and you have grown very close to Belboz as you studied under his tutelage, learning the ways of magic from one of the world's most learned practitioners. But lately, Belboz has seemed troubled, preoccupied, withdrawn... small things only a friend would notice. You have even heard frightening noises coming from his chamber, and the voices of conversation when Belboz was supposedly alone. His temper has seemed short the last few days, and the look in his eyes sends cold shivers down your back. Could some evil spirit be at work here? You are sleepless from worry - Belboz is possibly the most powerful Enchanter in the kingdom. If his powers were used by the forces of darkness instead of the forces of light, who knows what would result? And now, unbeknownst to you, Belboz has vanished. [versions] R18.DEPROT.Z3=r18 / 860904 (deprotected) R15.DEPROT.Z3=r15 / 851108 (deprotected) R13.DEPROT.Z3=r13 / 851021 (deprotected) R6.DEPROT.Z3=r6 / 840508 (deprotected) R4.DEPROT.Z3=r4 / 840131 (deprotected) R18.860904.Z3=r18 / 860904 R15.851108.Z3=r15 / 851108 R13.851021.Z3=r13 / 851021 R6.840508.Z3=r6 / 840508 R4.840131.Z3=r4 / 840131 -- [info] SPELLBREAKER 1985 Fantasy Difficulty: ^^^^^ [description] You distinguished yourself among the young Enchanters by defeating the evil warlock Krill, whose attempt to subjugate the land was thwarted by your clerverness, as your inexperience allowed you to succeed where others might fave failed. This earned you a place on the Circle of Enchanters, second only to the great Belbox the Necromancer. Then Belboz himself was nearly destroyed, and your rescue of him from the evil demon Jeearr earned you the ultimate honor given a mage, the leadership of the Circle of Enchanters. Now, a crisis has befallen the kingdom. Magic itself seems to be failing. Spells fail to work or go strangely awry, the populace is confused and restive, and even the Enchanters Guild is baffled. And it is at this conclave that the final conflict between good and evil begins to unfold. [versions] R87.DEPROT.Z3=r87 / 860904 (deprotected) R63.DEPROT.Z3=r63 / 850916 (deprotected) R87.860904.Z3=r87 / 860904 R63.850916.Z3=r63 / 850916 -- [info] STARCROSS 1982 Sci-Fi Difficulty: ^^^^^ [description] The year is 2186. Humanity has established colonies on the moon, Mars, and several of the larger asteroids. Earth's sky is dotted with space habitats, and the spaceways are always busy. As usual, there is urgent need for energy to power this advanced civilization; one of the primary sources of that energy is quantum black holes. In Starcross you are a miner of black holes, scouring the asteroid belt in your one-man survey ship. Finding and harnessing a single black hole can make a person's fortune. It's a lonely business, fraught with the known and unknown hazards of space. You've equipped your ship, the M.C.S. Starcross with the best gear you could afford. You've put everything into this venture, and though you've tried before, you somehow sense that this time will be different. The ship's computer handles the functions of navigation and maintenance. You watch the sophisticated mass detector as it unceasingly scans the vicinity for unchartered masses. To assuage the tedium of your long trip, you browse through the compact tape library, a compendium of human knowledge and culture. But the drone of the ship gradually lulls you into a deep sleep. As you sleep, you dream of the riches which would be yours if your search for a quantum black hole is sucessful. Little do you suspect that the alarm on your mass detector is about to jolt you out of your dream -- but not to grapple with the long-sought black hole. Your quest hast taken an unexpected turn, for you are destined to rendezvous with a gargantuan alien space ship from the outer fringes of the galaxy. [versions] R17.821021.Z3=r17 / 821021 R15.820901.Z3=r15 / 820901 -- [info] STATIONFALL 1987 Sci-Fi Difficulty: ^^^^& [description] After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year dark age settled upon the galaxy. Interstellar travel was nonexistent, and many star systems descended into a near-barbaric state, buring coal and gas for energy, and growing food directly from exposed topsoil. In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of the Union government on Tremain) began exploring the galaxy, searching for the human civilizations that are the remnants of the Second Union. You are a native of the planet Gallium, one of the most politically powerful but culturally barren worlds in the Union. Your great-great-grandfather was a founding officer of the Stellar Patrol, and for five generations, your family has served in the Patrol. It was always taken for granted that you would sign up as soon as you came of age. Once you joined the Patrol, you discovered that the exciting career promised in all the Patrol recruitment brochures was nonsense. Your life was drudgery and demerits. The one time you got to see an exotic planet was right after a big parade, when they needed a detail to sweep up all the confetti. Then came your big moment: shipwrecked on a seemingly deserted world, you met an exuberant robotic companion named Floyd. Together, the two of you discovered the secret of that mysterious planet, Resida, and saved it from near destruction.The story of that heroic deed was told in Planetfall. As a result of your heroics, you were offered, and quickly accepted, a juicy promotion. Good-bye Ensign Seventh Class -- hello Lieutenant First Class! No more scrubwork! No more bathroom details! No more cleaning groth cages! Finally, your life in the Stellar Patrol would be as exciting as those brochures had promised! Oh, how naive you'd been. Your daily routine simply replaced tedious scrubwork with tedious paperwork. Since your planetfall on Resida, five long years have dragged by, without a single event worthy of note. Why, just look at today's "thrilling" assignment: scooting over to Space Station Gamma Delta Gamma 777-G 59/59 Sector Alpha-Mu-79 to pick up a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms... [versions] R107.DEPROT.Z3=r107 / 870430 deprotected R107.870430.Z3=r107 / 870430 -- [info] SUSPECT 1984 Mystery Difficulty: ^^^^& [description] Halloween night. You are a guest at a very exclusive party: the annual Costume Ball at Ashcroft Farm. You are mingling with society's blue bloods and power brokers, sampling caviar and champagne, and enjoying the fine orchestra and the outlandish costumes. Quite a treat for a newspaper reporter like you - until someone plays a nasty trick on you. You're framed for a murder you didn't commit. You'll have a hard time convincing the police of your innocence. You'll have to figure out who did the heinous crime, and why. You'll need irrefutable proof. The murderer is no doubt watching your every move. But you have only a few hours to escape the trap that's been laid for you. The murderer is in your midst, laughing behind your back. [versions] R14.841005.Z3=r14 / 841005 -- [info] SUSPENDED 1983 Sci-Fi Difficulty: ^^^^^ [description] You are the Central Mentality on an advanced semi-automated planet. You were supposed to sleep -- in limited cryogenic suspension -- for the next 500 years, 20 miles beneath the surface of the planet, while the great Filtering Computers maintained all surface systems. But the computers have taken you out of suspension because something is terribly wrong: the weather has become brutal, food production is dangerously low, and the Transportation System is malfunctioning, causing unprecedented accidents and casualties. The planet is in chaos. You are physically immobilized. But you have six robots at your disposal, and you must manipulate them strategically to bring the Filtering Computers back into balance. Each robot has a distinct perception of the world and offers you specific abilities. One offers you sight; a second, hearing; a third, access to information in the computer memory banks. Through the robots, you must save the planet from destruction. [versions] R8B.840521.Z3=r8 / 840521 R8A.830521.Z3=r8 / 830521 R7.830419.Z3=r7 / 830419 R5.830222.Z3=r5 / 830222 -- [info] WISHBRINGER 1985 Fantasy Difficulty: ^^&&& [description] In Wishbringer, you're a postal clerk in a small seaside village called Festeron. You deliver a strange envelope to a magic shop, and discover that an old woman's black cat has been kidnapped by "the Evil One." The old woman asks for your help, and when you leave the magic shop, you find yourself trapped in a nightmare world. Your once-quiet town is now full of goons, trolls, vultures, fortress-like towers, and assorted wickedness. You become entangled in the struggle between Good and Evil; extraordinary help is found only in unusual places. Everyone seeks to possess a magic stone of dreams known as Wishbringer; but only you can find it and use its powers to make your town safe again. And you only have a few hours! [versions] R69.850920.Z3=r69 / 850920 R68.850501.Z3=r68 / 850501 -- [info] THE WITNESS 1984 Mystery Difficulty: ^^^&& [description] In The Witness, you are a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked your for protection. In spite of your best efforts, a death will occur, and you will have twelve hours to solve the mystery and try to arrest the killer. If you think you have enough evidence one or more suspects to convince a jury of their guilt, you can arrest them and conclude the case. Your ever-helpful assistant, Sergeant Duffy, will assist you in taking the accused into custody. (He will also offer help before the arrest if you ask him for it.) You can can except to receive a letter from your superiors about the outcome of the grand jury investigation - and, if the District Attorney gets an indictment, of the trial itself. If the jury does not convict, your higher-ups will probably tell you where you may have erred, so that you can profit from your mistakes. Because the state cannot win the case unless it can prove guilt beyond a reasonable doubt, you are expected to establish the traditional ingredients of an ironclad case for the prosecution: the accused must have had a motive, a method, an an ample opportunity to commit the crime. There are many possible endings to this case, and the one you reach is determined by your actions and by the deductions you draw from the evidence you gather. But one ending fits the facts better than any, and you will know it when you reach it. [versions] R22.840924.Z3=r22 / 840924 R21.831208.Z3=r21 / 831208 R20.831119.Z3=r20 / 831119 R18.830910.Z3=r18 / 830910 R13.830524.Z3=r13 / 830524 -- [info] ZORK I: THE GREAT UNDERGROUND EMPIRE 1980 Fantasy Difficulty: ^^^&& [description] Welcome to ZORK! You are about to experience a classic interactive fantasy, set in a magical universe. The ZORK trilogy takes place in the ruins of an ancient empire lying far underground. You, a dauntless treasure-hunter, are venturing into this dangerous land in search of wealth and adventure. Because each part of the ZORK saga is a completely independent story, you can explore them in any order. However, since ZORK I is the least difficult, it is usually the best place to begin. Many strange tales have been told of the fabulous treasures, exotic creatures and diabolical puzzles in the Great Underground Empire. As an aspiring adventurer you will undoubtedly want to locate the treasures and deposit them in your trophy case. You'd better equip yourself with a source of light (for the caverns are dark) and weapons (for some of the inhabitants are unfriendly -- especially the thief, a skilled pickpocket and ruthless opponent). [versions] R88.840726.Z3=r88 / 840726 R76.840509.Z3=r76 / 840509 R75.830929.Z3=r75 / 830929 R30.830330.Z3=r30 / 830330 R28.821013.Z3=r28 / 821013 R26.820803.Z3=r26 / 820803 R25.820515.Z3=r25 / 820515 R23.820428.Z3=r23 / 820428 R20.000000.Z3=r20 / 000000 -- [info] ZORK II: THE WIZARD OF FROBOZZ 1981 Fantasy Difficulty: ^^^^& [description] In Zork II, you will explore a long hidden region of the Empire, a region dominated by the Wizard of Frobozz. The Wizard was once a respected Enchanter, but when his powers began to fade he was exiled by Lord Dimwit Flathead the Excessive. Now bordering on senility, the Wizard is still a force to be reckoned with. Your goal, as you venture into the Wizard's realm, is to avoid his capricious tricks and learn to control his magic. [versions] R48.840904.Z3=r48 / 840904 R23.830411.Z3=r23 / 830411 R22.830331.Z3=r22 / 830331 R19.820721.Z3=r19 / 820721 R18B.820517.Z3=r18 / 820517 R18A.820512.Z3=r18 / 820512 R17.820427.Z3=r17 / 820427 R15.820308.Z3=r15 / 820308 -- [info] ZORK III: THE DUNGEON MASTER 1982 Fantasy Difficulty: ^^^^& [description] As ZORK III begins, your greatest challenge beckons as you take the final step down into the very heart of the Great Underground Empire. Your character and courage will be tested as the enigmatic Dungeon Master confronts you with predicaments and perils. Your quest hinges upon discovering his secret purpose, even as he oversees your ultimate triumph - or destruction! [versions] R17.840727.Z3=r17 / 840727 R16.830410.Z3=r16 / 830410 R15B.840518.Z3=r15 / 840518 R15A.830331.Z3=r15 / 830331 R12.821025.Z3=r12 / 821025 R10.820818.Z3=r10 / 820818