Friends Christian School is a private school in Yorba Linda, California. It has two campuses, one on the corner of Rose Dr. and Bastanchury and the other on Lakeview. The Lakeview campus is for grades Preschool-4th grade and the Rose/Bastanchury campus is for grades 5-8, which also has a preschool and kindergarten.
School Mascot: Lion
School Colors: Blue and white with an accent of silver
Sports Teams: Football, cheerleading, basketball, volleyball, soccer, track
School Mascot: Lion
School Colors: Blue and white with an accent of silver
Sports Teams: Football, cheerleading, basketball, volleyball, soccer, track
This article is a list of non-human creatures in the Infocom text adventure Zork universe.
B
;Bloodhound
Bloodhounds were a favorite of Dimwit Flathead, who maintained a collection of them in the royal kennels and reportedly based the bloit on them (a bloit was determined by the distance that the king's favorite pet could run in a set period of time).
;Bloodworm
Bloodworms live in the Miznia jungle and can be mistaken for "mossy rocks".
;Brogmoid
Brogmoids are dimwitted giant humanoid creatures. The oft-ridiculed beliefs of Brogmoidism hold that a giant brogmoid holds up the "Earth" and that another giant brogmoid standing on the "Earth" holds up another world. These beliefs are verified by the adventurer in Zork Zero. However, the similar Turtle Theory put forward by Leonardo Flathead remained the popularly accepted explanation. Also appears in Zork Grand Inquisitor.
C
;Cerberus
Cerberus guards the Tomb of the Twelve Flatheads in Zork II but can be tamed with a collar.
;Christmas Tree Monster
Christmas tree monsters are cold-weather plants who migrate in the autumn with disastrous results. They fear caterpillars. A herd of them threatened Thriff village in Beyond Zork. Orkan the enchanter held them at bay with a glyph made of ice until a volcanic eruption destroyed most of them and created a permanent glyph.
;Cruel Puppet
Encountered in Beyond Zork, the cruel puppet reduces the endurance of adventurers by mocking them with words or shape-shifting. Can only be destroyed by magic or high stats.
D
;Discipline Crab
Encountered in the cellar of the Rusty Lantern in Grubbo-by-the-Sea in Beyond Zork, discipline crabs are a particularly territorial breed of crab which hoards valuables hidden in debris.
;Dragon
Met in the Dragon Room of Zork II. The player must kill him in order to free the Princess. Also appears in Enchanter, Sorcerer and Wishbringer.
;Dust Bunny
Encountered in the lighthouse near Grubbo-by-the Sea in Beyond Zork, dust bunnies multiply like rabbits via agamogenesis but can be dispelled by static electricity or lemon-scented sprays.
E
;Eldritch Vapors
Encountered in the moors near Grubbo-by-the-Sea in Beyond Zork, the eldrich vapor filches items, depositing them in random nearby locations. It can't steal items which are wielded or stored in a pack. Also appears in Wishbringer.
;Elves
Elves are not encountered in the Zork universe, but there is an "elvish sword of great antiquity". In Return to Zork, the sword is renamed the "Dwarven sword".
F
;Flamingo
Encountered in Zork Zero, this cannot be captured in the Formal Garden. However, the flamingo can be transfigured using the wand and used in the Testing Room, in conjunction with the flamingo food, to cure the hunger curse.
;Fungus
Encountered in Zork Zero, fungi are a parasite inhabiting brogmoids' ears and toes which can be communicated to using a potion invented by Thomas Alva Flathead. Also appears in Beyond Zork as one of the locations in the Miznia jungle; if you try to escape the area, the bloodworm (which is disguised as a mossy rock until you try to escape) will attack you and you can fight it.
G
;Giant Bat
These large bats amuse themselves by grabbing adventurers and depositing them somewhere completely different.
;Giant Corbie
Giant corbies are huge birds encountered in the Fields of Frotzen in Beyond Zork with extremely sharp color vision and very specific fears of colors.
;Giant Slug
Encountered in the lighthouse near Grubbo-by-the-Sea in Beyond Zork, the giant slug can easily be defeated by throwing salt from the patch of brine at it, but is hard to defeat if you fight it normally (using the sword, shillelagh or any other weapon).
;Giant Spiders
;Grues
;Glurz
Glurz is a species of fish encountred in Beyond Zork which can be eaten fried bestowing increases in intelligence.
;Gnome
Gnomes were employed exclusively by to work in the Bank of Zork for reasons which remain unknown. There is also a mention of gnomes working on the Great Underground Highway, but the tollbooth is unmanned when encountered in Zork Zero.
;Guttersnipe
A bird encountered in the moors near Grubbo-by-the-Sea in Beyond Zork.
H
;Hellhound
Encountered in the forest in Beyond Zork, a hellhound is a generic, although difficult to defeat, monster. Also appears in Sorcerer, Wishbringer, Zork Zero and Return to Zork.
;Hungus
A hungus is a permutation of a sheep and a hippopotamus found in the Miznia jungle in Beyond Zork which is integral to solving the Crocodile's Tear puzzle.
J
;Jeearr
An ancient, powerful demon of the Eastlands that terrorized the populace until a large coalition of sorcerers and kings combined their magic and banished Jeearr into another plane of existence. However, as predicted by the coalition, Jeearr escaped from his prison in a weakened, but intact, form. Jeearr was defeated permanently by an unnamed wizard sent by fellow mages concerned for the welfare of Zork and it's inhabitants.
Visually, Jeearr can be described as a huge spider with millions of legs, darkening his surroundings with his stature and malice. His major weakness is his need for a host to feed off of both mentally and physically. This weakness, incidentally, was exploited by the wizard that defeated him. The wizard exorcised Jeearr from his former host, Belboz, and, using an ancient protective scroll, prevented Jeearr from entering the wizards' minds and bodies. Without a suitable host, Jeearr quickly perished and is assumed to have been destroyed forever.
L
;Lucksucker
Lucksuckers are shape-shifting monsters found in the Ur-grue's cave in Beyond Zork. To defeat the three lucksuckers the adventurer must throw a good luck charm at each of them (the three good luck charms found in the game are the rabbit's foot, the horseshoe, and four-leaf clover).
M
;Minx
The minx is an irresistibly cute combination of a cat, a pig, and a koala bear which can dig for truffles. It is integral to finding the helmet in Beyond Zork.
N
;Nymph
Nymps are small, annoying, fairy-like, servile creatures in Beyond Zork and Sorcerer such as the warning nymph and the financial nymph. They pop up to give you information which may or may not be helpful.
O
;Otto
Otto is pet toad who will only turn over the spyglass if given four flies and called by his name in Zork Zero.
;Owl
Encountered in the Workshop, the owl is simply a red herring.
P
;Platypus
R
;Rat-ant
Encountered in the cellar of the Rusty Lantern in Grubbo-by-the-Sea in Beyond Zork. Also appears in Zork: the Undiscovered Underground.
;Roc
Encountered randomly on the lake in Zork III, the roc can eat adventurers although it is little more than a rare easter egg. There is also a roc teriyaki in the prologue of Zork Zero, and in Spellbreaker, at one point, the player is captured by a roc and taken to its nest, where the player will return later in the game to get a cube, which can't be gotten earlier because the roc won't let you go near the egg.
S
;Sea Serpent
Encountered in the Aquarium Room in Zork II as the Wizard of Frobozz's pet, the sea serpent guards the clear orb. It will kill the adventurer if one reaches into the aquarium or breaks it with a suboptimal object. It can only be defeated by throwing the bat or sword at the aquarium or by saving the water absorbing cake from the Tea Room. In version 7 of Zork II, you can tell it to do things after it dies with commands like:
TELL SERPENT "E THEN LOOK"
T
;Toad
See Otto
;Troll
A monster in the original Zork, the troll must be defeated in order to pass into much of the dungeon. Trolls also appear in Return to Zork.
U
;Ur-grue
;Unicorn
Encountered in Zork II the unicorn can only be captured by the princess, who thereupon gives the gold key on its neck to the adventurer. In Beyond Zork it is discovered that there is a unicorn society in the Plane of TransInfinite Splendor which can be accessed through an old sea chest.
W
;Windcat
The favorite pet of Bozbo IV who made for a very large bloit measure.
V
;Vampire Bats
A vampire bat inhabits the Bat Room in Zork I and is repulsed by garlic.
Zork
B
;Bloodhound
Bloodhounds were a favorite of Dimwit Flathead, who maintained a collection of them in the royal kennels and reportedly based the bloit on them (a bloit was determined by the distance that the king's favorite pet could run in a set period of time).
;Bloodworm
Bloodworms live in the Miznia jungle and can be mistaken for "mossy rocks".
;Brogmoid
Brogmoids are dimwitted giant humanoid creatures. The oft-ridiculed beliefs of Brogmoidism hold that a giant brogmoid holds up the "Earth" and that another giant brogmoid standing on the "Earth" holds up another world. These beliefs are verified by the adventurer in Zork Zero. However, the similar Turtle Theory put forward by Leonardo Flathead remained the popularly accepted explanation. Also appears in Zork Grand Inquisitor.
C
;Cerberus
Cerberus guards the Tomb of the Twelve Flatheads in Zork II but can be tamed with a collar.
;Christmas Tree Monster
Christmas tree monsters are cold-weather plants who migrate in the autumn with disastrous results. They fear caterpillars. A herd of them threatened Thriff village in Beyond Zork. Orkan the enchanter held them at bay with a glyph made of ice until a volcanic eruption destroyed most of them and created a permanent glyph.
;Cruel Puppet
Encountered in Beyond Zork, the cruel puppet reduces the endurance of adventurers by mocking them with words or shape-shifting. Can only be destroyed by magic or high stats.
D
;Discipline Crab
Encountered in the cellar of the Rusty Lantern in Grubbo-by-the-Sea in Beyond Zork, discipline crabs are a particularly territorial breed of crab which hoards valuables hidden in debris.
;Dragon
Met in the Dragon Room of Zork II. The player must kill him in order to free the Princess. Also appears in Enchanter, Sorcerer and Wishbringer.
;Dust Bunny
Encountered in the lighthouse near Grubbo-by-the Sea in Beyond Zork, dust bunnies multiply like rabbits via agamogenesis but can be dispelled by static electricity or lemon-scented sprays.
E
;Eldritch Vapors
Encountered in the moors near Grubbo-by-the-Sea in Beyond Zork, the eldrich vapor filches items, depositing them in random nearby locations. It can't steal items which are wielded or stored in a pack. Also appears in Wishbringer.
;Elves
Elves are not encountered in the Zork universe, but there is an "elvish sword of great antiquity". In Return to Zork, the sword is renamed the "Dwarven sword".
F
;Flamingo
Encountered in Zork Zero, this cannot be captured in the Formal Garden. However, the flamingo can be transfigured using the wand and used in the Testing Room, in conjunction with the flamingo food, to cure the hunger curse.
;Fungus
Encountered in Zork Zero, fungi are a parasite inhabiting brogmoids' ears and toes which can be communicated to using a potion invented by Thomas Alva Flathead. Also appears in Beyond Zork as one of the locations in the Miznia jungle; if you try to escape the area, the bloodworm (which is disguised as a mossy rock until you try to escape) will attack you and you can fight it.
G
;Giant Bat
These large bats amuse themselves by grabbing adventurers and depositing them somewhere completely different.
;Giant Corbie
Giant corbies are huge birds encountered in the Fields of Frotzen in Beyond Zork with extremely sharp color vision and very specific fears of colors.
;Giant Slug
Encountered in the lighthouse near Grubbo-by-the-Sea in Beyond Zork, the giant slug can easily be defeated by throwing salt from the patch of brine at it, but is hard to defeat if you fight it normally (using the sword, shillelagh or any other weapon).
;Giant Spiders
;Grues
;Glurz
Glurz is a species of fish encountred in Beyond Zork which can be eaten fried bestowing increases in intelligence.
;Gnome
Gnomes were employed exclusively by to work in the Bank of Zork for reasons which remain unknown. There is also a mention of gnomes working on the Great Underground Highway, but the tollbooth is unmanned when encountered in Zork Zero.
;Guttersnipe
A bird encountered in the moors near Grubbo-by-the-Sea in Beyond Zork.
H
;Hellhound
Encountered in the forest in Beyond Zork, a hellhound is a generic, although difficult to defeat, monster. Also appears in Sorcerer, Wishbringer, Zork Zero and Return to Zork.
;Hungus
A hungus is a permutation of a sheep and a hippopotamus found in the Miznia jungle in Beyond Zork which is integral to solving the Crocodile's Tear puzzle.
J
;Jeearr
An ancient, powerful demon of the Eastlands that terrorized the populace until a large coalition of sorcerers and kings combined their magic and banished Jeearr into another plane of existence. However, as predicted by the coalition, Jeearr escaped from his prison in a weakened, but intact, form. Jeearr was defeated permanently by an unnamed wizard sent by fellow mages concerned for the welfare of Zork and it's inhabitants.
Visually, Jeearr can be described as a huge spider with millions of legs, darkening his surroundings with his stature and malice. His major weakness is his need for a host to feed off of both mentally and physically. This weakness, incidentally, was exploited by the wizard that defeated him. The wizard exorcised Jeearr from his former host, Belboz, and, using an ancient protective scroll, prevented Jeearr from entering the wizards' minds and bodies. Without a suitable host, Jeearr quickly perished and is assumed to have been destroyed forever.
L
;Lucksucker
Lucksuckers are shape-shifting monsters found in the Ur-grue's cave in Beyond Zork. To defeat the three lucksuckers the adventurer must throw a good luck charm at each of them (the three good luck charms found in the game are the rabbit's foot, the horseshoe, and four-leaf clover).
M
;Minx
The minx is an irresistibly cute combination of a cat, a pig, and a koala bear which can dig for truffles. It is integral to finding the helmet in Beyond Zork.
N
;Nymph
Nymps are small, annoying, fairy-like, servile creatures in Beyond Zork and Sorcerer such as the warning nymph and the financial nymph. They pop up to give you information which may or may not be helpful.
O
;Otto
Otto is pet toad who will only turn over the spyglass if given four flies and called by his name in Zork Zero.
;Owl
Encountered in the Workshop, the owl is simply a red herring.
P
;Platypus
R
;Rat-ant
Encountered in the cellar of the Rusty Lantern in Grubbo-by-the-Sea in Beyond Zork. Also appears in Zork: the Undiscovered Underground.
;Roc
Encountered randomly on the lake in Zork III, the roc can eat adventurers although it is little more than a rare easter egg. There is also a roc teriyaki in the prologue of Zork Zero, and in Spellbreaker, at one point, the player is captured by a roc and taken to its nest, where the player will return later in the game to get a cube, which can't be gotten earlier because the roc won't let you go near the egg.
S
;Sea Serpent
Encountered in the Aquarium Room in Zork II as the Wizard of Frobozz's pet, the sea serpent guards the clear orb. It will kill the adventurer if one reaches into the aquarium or breaks it with a suboptimal object. It can only be defeated by throwing the bat or sword at the aquarium or by saving the water absorbing cake from the Tea Room. In version 7 of Zork II, you can tell it to do things after it dies with commands like:
TELL SERPENT "E THEN LOOK"
T
;Toad
See Otto
;Troll
A monster in the original Zork, the troll must be defeated in order to pass into much of the dungeon. Trolls also appear in Return to Zork.
U
;Ur-grue
;Unicorn
Encountered in Zork II the unicorn can only be captured by the princess, who thereupon gives the gold key on its neck to the adventurer. In Beyond Zork it is discovered that there is a unicorn society in the Plane of TransInfinite Splendor which can be accessed through an old sea chest.
W
;Windcat
The favorite pet of Bozbo IV who made for a very large bloit measure.
V
;Vampire Bats
A vampire bat inhabits the Bat Room in Zork I and is repulsed by garlic.
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
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
Lulu and Junior is the name of an internet meme dating back from 2001. Its use derives from a TV shot from the 2001 SEC Championship Game, a 31-20 win for the LSU Tigers over the Tennessee Volunteers. Late in the game, as LSU scored to put the game out of Tennessee's reach, the TV cameras got a shot of two disgruntled, middle-aged, and portly Volunteers fans in the stands. The shot became an object of derision among Southeastern Conference fans—especially Tigers and Florida Gators fans. A still image soon landed on the internet and was Photoshopped, putting the duo in many different settings. As Tennessee is in the South, many of these photoshopped images involve redneck stereotypes.
The names Lulu and Junior come from the names of two characters from the television show Hee Haw: Junior Samples and Lulu Roman. The show featured redneck humor and Lulu Roman and Junior Samples both share a physical resemblance to the now famous Tennessee fans.
The names Lulu and Junior come from the names of two characters from the television show Hee Haw: Junior Samples and Lulu Roman. The show featured redneck humor and Lulu Roman and Junior Samples both share a physical resemblance to the now famous Tennessee fans.