Atari 8-bit - Infocom - 1982
Zork II
1 / 3- Genre
- Adventure - Text
- Year
- 1982
- Language
- Machine Language
- Publisher
- Infocom
- Controls
- Keyboard
- Developer
- Infocom
- Players
- 1
- Country

- Programmer(s)
- Lebling, Dave / Blank, MarcDaniels, Bruce / Anderson, Tim
- License
- Commercial
- Graphic Artist(s)
- [n/a]
- Medium
- Sound
- [n/a]
- Rarity
- 7
- Cover Artist(s)
- [unknown]
- Serial
- IZ2-AT1
- Dump
- Download
ADDITIONAL COMMENTS
Updated on October 30th, 2025 with the following changes:
_ page now has complete information
_ manual now available as a .pdf file
_ added all known versions of the program
_ better screenshots
_ page now has complete information
_ manual now available as a .pdf file
_ added all known versions of the program
_ better screenshots
Also known as Zork II - The Wizard of Frobozz.
Later part of the Zork Trilogy.
Four versions:
(+) Release 15 (M)
(-) Release 19 (Z)
(-) Release 22 (H)
(-) Release 48, Version A (S)
(+) Release 15 (M)
(-) Release 19 (Z)
(-) Release 22 (H)
(-) Release 48, Version A (S)
(+) verified
(-) cracked / unverified
(-) cracked / unverified
Contributors:
(H) Harry1968
(M) Mike Burkhart
(S) SoulBuster
(Z) Zarxx
(H) Harry1968
(M) Mike Burkhart
(S) SoulBuster
(Z) Zarxx
Missing original disk images (see unverified disks above)!
1 / 2
Disk 1
INSTRUCTIONS (1)
ADS (3)
CATALOGS (4)
BOOK / MAGAZINE REVIEWS (2)
Electronic Fun · July, 1983Rating: 3 / 4
Up to now in adventure games, you were brave but totally illiterate. The character you commanded had an IQ lower than the average shoe size, because he could only handle two words in a row. Now that problem has been dealt with by the Zork series by Infocom. These games can understand complete sentences and have vocabularies of well over 500 words. That's probably more than three times the number of different terms in the BASIC programming language.
The three Zorks are part of a series. Zork I puts you at the beginning of the great dungeon. You have to get in the house and explore the higher levels of the dungeon. Then, if you are ready or willing to continue your exploration, you can get Zork II, in which you get to explore the middle of the dungeon. And if you want to finish off the dungeon, get Zork III which allows you to explore the bottom and meet the dreaded Dungeon Master.
The Zork games are an adventure game purist's dream. They have absolutely no graphics and all the action is described in words. It reads pretty much like a good pulp fiction paperback, with some fascinating riddles thrown in. But you still have to get the phrasing almost perfect in order to achieve an above average understanding with the computer.
Speaking of understanding, another thing that sets the Zorks apart from most other games is that they are definitely not easy. As a matter of fact, the Zorks are excruciatingly difficult. You can go over the same thing time and time again without even realizing that you should do something with it. For example, kicking the dragon in order to get him to follow you (Zork II) doesn't sound like the most obvious solution. But if you are willing to spend the time to puzzle it out, this game will provide you with lots of fun.
These games are not for the short-tempered or the weak-brained. But if you are a stout individual with a lot of common sense and a warped imagination, these games are probably the best software buy for your dollar.
Unlike other companies, Infocom doesn't leave you all alone when it comes to dealing with their games. Just call (617) 492-1031 and ask for the hints department. The people over there are extremely nice and helpful, and though they probably won't give you a straight answer, they will give you an extremely helpful hint. Or, if you don't wont to keep calling them, you can buy the complete map to all three games and some hints for about $10.
The three Zorks are part of a series. Zork I puts you at the beginning of the great dungeon. You have to get in the house and explore the higher levels of the dungeon. Then, if you are ready or willing to continue your exploration, you can get Zork II, in which you get to explore the middle of the dungeon. And if you want to finish off the dungeon, get Zork III which allows you to explore the bottom and meet the dreaded Dungeon Master.
The Zork games are an adventure game purist's dream. They have absolutely no graphics and all the action is described in words. It reads pretty much like a good pulp fiction paperback, with some fascinating riddles thrown in. But you still have to get the phrasing almost perfect in order to achieve an above average understanding with the computer.
Speaking of understanding, another thing that sets the Zorks apart from most other games is that they are definitely not easy. As a matter of fact, the Zorks are excruciatingly difficult. You can go over the same thing time and time again without even realizing that you should do something with it. For example, kicking the dragon in order to get him to follow you (Zork II) doesn't sound like the most obvious solution. But if you are willing to spend the time to puzzle it out, this game will provide you with lots of fun.
These games are not for the short-tempered or the weak-brained. But if you are a stout individual with a lot of common sense and a warped imagination, these games are probably the best software buy for your dollar.
Unlike other companies, Infocom doesn't leave you all alone when it comes to dealing with their games. Just call (617) 492-1031 and ask for the hints department. The people over there are extremely nice and helpful, and though they probably won't give you a straight answer, they will give you an extremely helpful hint. Or, if you don't wont to keep calling them, you can buy the complete map to all three games and some hints for about $10.
The Book of Atari Software · 1984Rating: A+
Zork II comes reasonably close to filling the large shoes left by the first Zork. It continues the all-text, split-screen adventure, starting in the Stone Barrow where Zork I left off. There are another 400 points worth of treasures to find and tricky activities to accomplish before achieving the primary mission of becoming "Master of the Domain", which is currently under the control of the senile Wizard of Frobozz. Whereas Zork was quite faithful to the original mainframe Zork, significant changes have been included in Zork II to the extent that it is almost a "new" game for players expecting the inclusion of the "second half" of the mainframe game. The changes are revealed in the inability to return to the White House, although you may get a final glimpse of it, briefly and from afar.
Zork II has the same outstanding command flexibility, wry humor, and word recognition of Zork. A well conceived addition incorporates eight game scenarios which may be saved and quickly recalled at any time, whether you've been killed or not. The overall interest-holding ability may not be as intense as the original possibly due to a certain jaded attitude acquired from too much quantitative adventure game-playing by this reviewer. The initial phase of the contest seems to drag a bit, until the Dragon is conquered and a riddle is completely solved. An especially interesting challenge, at which time a "save" is suggested, occurs at the point in which the demon is ready to do your bidding.
In comparison to Zork, this game is somewhat smaller (by about 75 rooms) and has only one small, but unmappable maze, which presents one of the more difficult puzzles. Even after you amass your 400 points, there is still a final puzzle to solve before you become a "Superior Adventurer." At that point, you also learn of the pleasant surprise that Zork III is coming!
Zork II has the same outstanding command flexibility, wry humor, and word recognition of Zork. A well conceived addition incorporates eight game scenarios which may be saved and quickly recalled at any time, whether you've been killed or not. The overall interest-holding ability may not be as intense as the original possibly due to a certain jaded attitude acquired from too much quantitative adventure game-playing by this reviewer. The initial phase of the contest seems to drag a bit, until the Dragon is conquered and a riddle is completely solved. An especially interesting challenge, at which time a "save" is suggested, occurs at the point in which the demon is ready to do your bidding.
In comparison to Zork, this game is somewhat smaller (by about 75 rooms) and has only one small, but unmappable maze, which presents one of the more difficult puzzles. Even after you amass your 400 points, there is still a final puzzle to solve before you become a "Superior Adventurer." At that point, you also learn of the pleasant surprise that Zork III is coming!
| Overall rating : | A+ | Difficulty: | B | Originality: | A |
| Puzzle quality : | A | Ease of use: | A | Documentation: | B |
| Text quality: | A | Vocabulary: | A+ | Holds interest ?: | A |
| Graphics quality : | N/A | Save/restore: | A+ | Value for money: | A |


