Characters in Zork

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

Adventurer

A run of the mill adventurer in the Zork world only interested in shiny things.

Krill

The evil warlock who has taken over the castle and who the player must defeat.

Old Hag

A woman in a hut outside the castle, gives you your first scroll, Rezrov.

Unseen Terror

A deadly invisible force who lives in a maze.

Rainbow Turtle

A multi-colored turtle who is necessary to complete a puzzle.

Sorcerer


Spellbreaker


Protagonist

You, Guildmaster, protagonist of the game, and the same character from Enchanter and Sorcerer

The Shadow

A Shadowy figure, later found out to be an evil version of you, who is trying to control the world, main antagonist.

Belboz

Your 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. Crisp

Your bad-tempered boss at the post office who, at the beginning of the game, gives you the letter you must deliver.

Miss Voss

Town librarian and fiancee to Mr. Crisp, whom she calls "Corky".

Evil One

A 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 Protagonist

Protagonist, Zorkastrain pilgrim

Alexandria Wolfe

Daughter of Malveaux and Zoe Wolfe, lover of Lucien Kaine, fifth element.

Lucien Kaine/Nemesis

Thaddeus's son, lover of Alexandria, later he turned into the Nemesis.

Erasmus Sartorius

One of the four alchemists (Air, Juperon, Tin, Grey Mountains Asylum)

Thaddeus Kaine

Father of Lucien, one of the four alchemists (Land, Murz, Iron, Irondune Castle)

Francois Malveaux

Father of Alexandria, one of the four alchemists (Fire, Saturnax, Lead, Steppinthrax Monastery)

Sophia Hamilton

One of the four alchemists (Water, Vensunv, Copper, Frigid River Branch Conservatory)

Zoe Wolfe

Mother of Alexandria

L. Karlok Bivotar

A spy sent to the Forbidden Lands.

Old Soldier

A brave soldier of Thaddeus Kaine.

Zork Grand Inquisitor
AFGNCAAP

Protagonist, saviour of Zork, the fourth Dungeon Master. AFGNCAAP stands for Ageless, Faceless, Gender-Neutral, Culturally Ambiguous, Adventure Person. Named by Dalboz.

;Mir Yannick

;Lucy Flathead

Dalboz of Gurth

Third Dungeon Master of Zork, imprisoned in a lamp by Yannick.

Griff

A griff sealed in a Totem by the Totemizer, he helped AFGNCAAP find the Coconut of Quendor.

Brog

A brogmoid sealed in a Totem by the Totemizer, he helped AFGNCAAP found the Skull of Yoruk.

Antharia Jack

Charon

Ferryman across the River Styx to Hades.

Two Headed Guard of Hades

Just look at their name.

Marvin the Magical Goat Fish

No comment.

Hugh the Walking Castle

The castle of Dalboz.

Zork
 
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