User:Flutter/Funpages/transform/Zorkmap
Desert | Cottage---Back Room | Outside Cottage | Deeper in Forest---Jordanhill railway station Wharf | | / Cave Forest Ticket booth / | | Picnic Area----Riverbank---Yard | Kitchen | West of House---Nondescript Room | Living room--Foyer Laboratory | ↓ | Bathroom Cellar--Switchback---Jabberwock
Pharaoh's Tomb Hallway--Lobby | \ | \ Maze End ??? Motel Room \ | Maze | Crate | Prison---Pixel World \ Biocenter--Waste disposal | Biocomplex---Small room | \ Hall-like Area \ Left Corridor--Card Storage \ / Corridor / Right Corridor--Executive Office
“...be.”
In the marvellous, storied fantasy fiction universe of the Zork computer game franchise, there are a myraid of magic spells that one can use to manipulate reality for fun and occasional work. Since that fateful day when the first Grand High Sagemeister, Foobar the Alive, created and cast the First Spell (Summon Grues XII), countless generations of wizzards, dark mages and nerds have pioneered the frontiers of the horizons of the boundaries of spellcasting, resulting in such marvellous innovations as frotz (quite possibly make Grues go away), yonk (Augment power of the "yonk" spell), zimbor (Create hundreds of small ashes. Material component: one major city) and guncho (hopefully make Grues go away for real this time).
But, owing to the fact that your starting character has no spellcasting training, and also that the Infocom programmers "just didn't feel like it", several of the more interesting (translation: awesome) spells are not available in the Zork game itself.