ZORK II - Infocom/Virgin Mastertronic œ9.99 (Text adventure for ST, Amiga, PC) Reviewed by Joan Dunn ZORK II takes place in an underground empire, where you go in search of treasure and adventure. Many have ventured into this maze of caverns and tunnels and have never returned. Are you the fearless adventurer who can defeat The Wizard of Frobozz? You have worked your way successfully through the underground world of ZORK I, collected all the treasures - not without some difficulty - and now you have found your way into the barrow, and on to the wonder of ZORK II. Perhaps you have not played ZORK I, but have come directly to ZORK II? They can be played independently, but I do feel that they follow on so well one from the other that you miss some of the atmosphere, rather like starting a serial thriller part way through. You start ZORK II with the familiar lantern and sword that you had in the first game. From the barrow you wander down through tunnels and caverns, across a shallow ford and branch off either into a garden, or southwest to a Carousel room, This room has many exits, but the difficulty you face is that the room, as the name suggests, is continually moving. You can therefore not depend on arriving in a certain location when you move in any one direction. It's all a matter of chance. Later in the game you find a way of preventing this happening and life is then much easier. As usual in Infocom games there are plenty of puzzles, some easy and some very tricky. You meet many characters including a princess, (who is helpful), a dragon, a lizard's head embedded in a wall, (I never managed to locate his body) and a dog with three heads - a real pet once you give him what he wants. Of course you are also plagued by the wizard. He appears at random and seems slightly mad. He waves his wand and utters a different word beginning with F each time. I started writing them down in case they were useful, but soon decided that this was a sheer waste of time. Then he would just disappear, but sometimes he would put a spell on you and leave you disorientated and floating in mid air - most inconvenient if you want to move around. However the effect wears off after a while. This is a friendly game and you are helped with information at various points. The text is well written and the locations so well described that you feel you are really there. A great game that I'm sure it will appeal to all, I was certainly sorry when I came to the very exciting end. But now I have ZORK III to tackle, so my lantern is lit and I'm once more descending into the darkness. I wonder what lies ahead, and whether I shall ever return....