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This article is
a list of fictional characters in the
Infocom text adventure Zork universe.
Zork Trilogy
Zork I
;The
Thief
Appears at random to steal the adventurer's items, or to
take items he finds. He may also block the adventurer's path, or
attack..
;Troll
The troll guards the Troll Room to the north of
the Cellar.
;Cyclops
The cyclops guards the thief's lair. He
cannot be vanquished by force.
;Vampire Bat
A bat that guards a
certain room. It grabs the adventurer and drops him/her somewhere
in the mines. It is too swift to be attacked, but it does have a
weakness.
;Evil Spirits
A group of spirits that guard the
entrance to Hades and jeer at whoever comes near.
Zork
II
;Wizard of Frobozz
Appears at random to perform spells that
either annoy, hinder, or have no effect. Most spells can only have
a detrimental effect on gameplay if the adventurer is in the middle
of a turn-conscious process (e.g. following the princess), or if
the wizard happens to "filch" an item that the adventurer needs in
order to progress.
;Demon (Genie)
Resurrects the adventurer if
he or she dies before freeing the Demon. Also performs one "task"
if the adventurer hands over the
Ten Treasures
of Zork.
;Princess
The princess is held captive by the
dragon, waiting to be rescued by a noble
adventurer.
;Dragon
Guards a princess and a treasure.
;Baby Sea
Serpent
A pet of the Wizard of Frobozz.
;Unicorn
It can usually
be found in the garden area. It has a key, but won't let just
anyone near it.
;Robot
The robot, found in the Low Room, obeys
commands given to it.
;Cerberus
The 3 headed dog, the size of a
calf, found in the Cerberus Room, guards the entrance to the
underworld.
Zork III
;Hooded Figure
A mysterious person
who wanders the land of shadow. If you encounter him, he attacks
you. If you're unarmed, he gives you a sword.
;Lord Dimwit
Flathead the Excessive
Former ruler of the Great Underground
Empire.
;Man on the Cliff
A shady character who sneaks around the
cliff area.
;Old Man
A sleeping old man that can sometimes be
found in a certain room.
;Guardians of Zork
A pair of statues who
pummel anyone that tries to pass them.
;Sailor
A lonely sailor in
the Flathead Ocean.
;Dungeon Master
Appears to the adventurer in
various locations and gives items that compose the Dungeon Master
attire if the adventurer passes the test. He's the current ruler of
the Great Underground Empire.
Enchanter
Trilogy
Enchanter
AdventurerA run of
the mill adventurer in the Zork world only interested in shiny
things.
KrillThe evil warlock who has taken
over the castle and who the player must defeat.
Old
HagA woman in a hut outside the castle, gives you your
first scroll, Rezrov.
Unseen TerrorA deadly
invisible force who lives in a maze.
Rainbow
TurtleA multi-colored turtle who is necessary to
complete a puzzle.
Sorcerer
Spellbreaker
ProtagonistYou, Guildmaster, protagonist
of the game, and the same character from Enchanter and
Sorcerer
The ShadowA Shadowy figure, later
found out to be an evil version of you, who is trying to control
the world, main antagonist.
BelbozYour old
mentor and former Guildmaster now in retirement, he gives you a key
that is necessary for use later in the
game.
Other
Wishbringer
Mr.
CrispYour bad-tempered boss at the post office
who, at the beginning of the game, gives you the letter you must
deliver.
Miss VossTown librarian and
fiancee to Mr. Crisp, whom she calls "Corky".
Evil
OneA sorceress that is after the
Wishbringer.
Beyond Zork
;Y'Gael
Appears as an "old woman"
in the Weapon Shop, Boutique, and Magick Shoppe. Sells and
identifies items which are critical to completing the game. Travels
between the three stores using the Ethereal Plane of
Atrii.
;Cook
Works in the Rusty Lantern Pub.
;Cardinal
Toolbox
Gives the reliquary to the player in exchange for saving
Thriff from the Christmas tree
monsters.
;Implementors
Implementors are demigods who inhabit the
Ethereal Plane of Atrii and foster speculation that they created
the world. They occupy themselves with luncheons and guard the
Coconut of Quendor.
;Bandits
Bandits
congregate at the Rusty Lantern Pub to disseminate inaudible
snippets of information which could be construed as clues by those
who have already solved the puzzles in question (e.g. "You overhear
the word 'helmet' in a conversation nearby"), and throw a rusty
dagger at the adventurer.
;Queen Alexis
A platypus queen who
inhabits the castle of Wishbringer and consults her cleverly hidden
mirrors about the fate of Morning-Star in a manner reminiscent of
Snow
White.
Zork Zero
;Jester
The jester appears randomly
with bits of wisdom, small objects which serve as clues to puzzles
in the game, and random mischief which can turn deadly unless the
player employs simple solutions. The jester also appears purposely
when triggered by events like the ringing of the doorbell in the
Entrance Hall or attempting to take the iron key in the Solar. The
Jester's Quarters are also integral to the puzzles in the
game.
;Megaboz
A powerful wizard who casts the Curse of Megaboz
in the early stages of the game which kills
The Twelve
Flatheads and sets the adventurer's quest in motion. At the end
of the game it is revealed that he was the jester.
;
Dimwit
Flathead;Knight
Inhabits a chessboard-like plane of
existence and listens to chess-like commands. In addition to the
knight are
the high priest (
bishop), foot soldier (
pawn), man atop a tower
(
rook), and
regal figure (
king).
;Executioner
Encountered in Port
Foozle, the executioner summarily executes people when their number
is up after giving them the opportunity to ask for a last wish.
Victims are hanged if their wish is fulfilled and beheaded if their
wish is not.
Return to Zork
(Note - This list is somewhat
incomplete. Not included are characters with whom little time is
spent. There are a LOT of characters in Return to Zork.)
;Ben
Fyshin
Kind sailor who knows the cow-hitch and sells boat
rentals.
;Blacksmith
A smithy of few words, the Blacksmith can
rejuvenate rusty weapons, and surprisingly is able to read
zorkmidian script.
;Boos Myller
Boos is the town drunk in West
Shanbar. His mill guards the entrance to the Great Underground
Empire, to which he has the keys. Ultimately, getting the keys off
Boos Myller requires intoxicating him.
;Canuk
Canuk is a 425
year-old mage, who has a serious split personality. He helped in
the dispersion of magic with the Wizard Tembyle.
;Guardian
These
protectors of Zork keep you from doing anything stupid, like
stealing or killing people.
;Lighthouse Keeper
A little kooky,
this lighthouse keeper has been isolated in his lighthouse for a
little bit too long. He does, however, have a little illuminyte,
even though he does talk to himself an awful lot.
;Mayor
The
Mayor of West Shanbar wants everybody has a constituent in the
upcoming election, and he wants them on his side. He mans the Town
Hall and the files there.
;Moadikum Moodock
A man of strategy,
Moadikum likes to play the game "Survivor". He also seems to have a
lot of weapons lying around. He's Molly's husband.
;Molly
Moodock
Molly works in the Isenough Inn. She's Moadikum's
wife.
;Morphius
Morphius is the ultimate evil in the world. He
has been kidnapping people left and right, and the population has
suffered greatly. The only know way to kill him is to beat him at a
game of "Survivor" (yes, a board game).
;Ms. Mavis Peepers
Ms.
Peepers is the school teacher in West Shanbar. She stayed behind
even after all of her students left.
;Rebecca Snoot
A very smart
farm-girl who likes to do research into the mystical happenings
around Zork. She's writing a book about it, including information
about some weird dreams she's been having.
;Rooper
He's in a
tele-orb in the mailbox west of the white house, to announce that
you've won a sweepstakes.
;Wizard Trembyle
Kooky wizard, trapped
in a tele-orb. Tells bad jokes, and kind of hangs around. Helped
Canuk with the Great Diffusion.
;Waif
This kid sits under a
bridge all day, abandoned, and has rather low self-image. All he
needs is something to cheer him up...
;Witch Itah
This witch is
Ben Fyshin's ex. She lives in a tree near a vast swamp, so you can
imagine just how weird she must be. She loves bats, and has a few
as pets. Her name is a pun on
Wichita.
Zork Nemesis
Nameless
ProtagonistProtagonist, Zorkastrain
pilgrim
Alexandria WolfeDaughter of
Malveaux and Zoe Wolfe, lover of Lucien Kaine, fifth
element.
Lucien Kaine/NemesisThaddeus's
son, lover of Alexandria, later he turned into the
Nemesis.
Erasmus SartoriusOne of the four
alchemists (Air, Juperon, Tin, Grey Mountains
Asylum)
Thaddeus KaineFather of Lucien, one
of the four alchemists (Land, Murz, Iron, Irondune
Castle)
Francois MalveauxFather of
Alexandria, one of the four alchemists (Fire, Saturnax,
Lead,Steppinthrax Monastery)
Sophia
HamiltonOne of the four alchemists (Water, Vensunv,
Copper, Frigid River Branch Conservatory)
Zoe
WolfeMother of Alexandria
L.
Karlok BivotarA spy sent to the Forbidden
Lands.
Old SoldierA brave soldier of
Thaddeus Kaine.
Zork Grand
Inquisitor
AFGNCAAPProtagonist, saviour of
Zork, the fourth Dungeon Master. AFGNCAAP stands for Ageless,
Faceless, Gender-Neutral, Culturally Ambiguous, Adventure Person.
Named by Dalboz.
;
Mir Yannick;
Lucy FlatheadDalboz of
GurthThird Dungeon Master of Zork, imprisoned in a
lamp by Yannick.
GriffA griff sealed in a
Totem by the Totemizer, he helped AFGNCAAP find the Coconut of
Quendor.
BrogA brogmoid sealed in a Totem
by the Totemizer, he helped AFGNCAAP found the Skull of
Yoruk.
Antharia
JackCharonFerryman across the
River Styx to Hades.
Two Headed Guard of
HadesJust look at their name.
Marvin the
Magicial Goat FishNo comment.
Hugh the
Walking CastleThe castle of Dalboz.