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Beginning a new game.
Title screen / Starting location
Let's go to the west...
Title and starting location
Starting equipment, not least of which is the contents of your magical spellbook
Gathering refuse and encountering the thirst daemon
The plot thickens!
Now the hunger daemon and the sleep daemon demand attention
Death is not the end!
You're at the starting location and not a pretty sight.
Using the "Gnusto"-spell to inscribe another spell into your spell book
Looking at a portrait of the Wizard of Frobozz
The "Niftol"-spell enables you to speak with animals
Haven't we forgotten anything?
Got a new spell from that old crone...
... and applying it a few turns later to get into Krill's castle.
It is pitch black. You are likely to be... hey, wait a minute, is this really an Infocom adventure?
Memories of Zork I. Now, where's the thief?
That guy seems strangely familiar...
Talking with some frogs.
An impressive door. Our trusty rezrov is too weak here...
Getting through the infernal machine room is easy...
... getting back, however, ain't. Luckily, you're resurrected and can try again.
Nah, this only works in Zork III...
Not every spell can be gnusto'ed into your spell book. This one is useless, but fun.
That adventurer is pretty strange...
Oh no, I've been captured!
Don't try this at home, kids.
A strange maze of translucent rooms...
Outside of Shack
Boot fail without write protect off
Opening Screen (Release 10)
Opening Screen (Release 16)
Continue opening narrative
Encounter a dog
Save game - 26 moves
The first screen of the introduction
More of the introduction and title
Exploring the area
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