Zork: Grand Inquisitor was one of the first computer games to include true closed captioning so that the hearing impaired could play without missing any of the sound effects and spoken dialog in the game.
Story
Setting
Much of the game takes place within the Great Underground Empire between various locations, including the magic university of G.U.E. Tech, Hades, the Steppinthrax Monastery, a viewing point above Flood Control Dam #3, and Dalboz's house. In addition, the player visits Port Foozle at the beginning and during an excursion into its past, along with time travel trips to the famous White House of Zork, and the Great Sea, before finishing upon the Flathead Mesa. A fast travel system is provided in the form of a series of teleportation stations within the Underground, that can transport the player between them by inserting a map into the device. In addition, the player can also use the Underground's Subway System to travel between four stations for major locations.
The game takes place during a time when magic fell and disappeared in Zork from around 100 years before the game start. During this time, the Inquisition rose to power through the advancement of technology. Inquisition megaphones were installed to continuously spout propaganda. Any violation of the rules of the Inquisition resulted in a swift and effective punishment known as "totemization" - a process in which a person (or animal) is put through a machine called a Totemizer, which confines their spirit into a small metal can called a "totem," and then seals it for eternity. The punishment was designed by the Frobozz Magic Company as a more effective alternative to the death penalty, until the Totemizer fell into disuse and was locked in a deserted warehouse in Fenshire; the Inquisition found it following the fall of magic and had the Frobozz Electric Company (formerly the Frobozz Magic Company) restore it for their uses.
The game occurs 120 years after the events of Zork Nemesis (and contains small references to it), but before the events of Return to Zork. The game makes frequent use of parody, containing numerous references to staples and clichés of the traditional adventure genre.
Characters
"AFGNCAAP" - The player, who Dalboz names as "Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person". Arrives in Port Foozle as a Frobozz Vacuum Salesperson, just before curfew is to begin, and becomes embroiled in a quest to restore magic to the world and stop the Grand Inquisitor.
Dalboz of Gurth - A skilled magic-user and the former Dungeon Master of the Underground, until magic disappeared. Discovering that magic could return, he attempted to inform Yannick of this but was silenced to stop him from revealing this fact to anyone else, with his soul trapped in a lantern as a direct result. Journeys with the player as a source of wisdom, and to aid them in restoring magic. Voiced in the game by Michael McKean
Mir Yannick - The Grand Inquisitor, and main antagonist of the game. Seeks to shun and destroy magic completely, replace it with technology, and rule with absolute control over the people of Zork. A former magic student at G.U.E. Tech, who failed miserably due to a deficiency in magic, he is devious, cunning, and ruthless in his pursuit of his goals. He discovered the long-lost Totemizer and rose to the position of Grand Inquisitor and head of the Frobozz Magic Company, which he renamed Frobozz Electric, persecuting all magical beings and magic users. Played in the game by Erick Avari
Y'Gael - The Lost Enchantress of the Empire, who desires to see magic return and the fall of the Inquisition, she aids the player when she can from a parallel dimension. Played in the game by Jordana Capra
Antharia Jack - A famous adventurer in his time but only on TV, who ran a gambling club in Port Foozle some time in the past, and fell in love with a woman after she beat him at "Strip Grue, Fire, Water". He later converted the club into the port's local pawn shop before the game begins. He unwittingly impedes the player's progress at the beginning, but later aids them in trying to stop the Inquisition. Played in the game by Dirk Benedict
Lucy Flathead - A descendant of the Flathead family, gifted with the ability to read minds. Was part of the magic resistance, until she was caught defacing a poster and totemized as a result. Aids the player in finding the artifacts needed to restore magic, after being found in a bin in the Inquisition's "Perils of Magic" exhibit. Played in the game by Amy D. Jacobson
Griff - A somewhat small, timid, and cowardly species of dragon, caught by the Inquisition quite easily after failing to bluff his way to freedom and fainting at the sight of a guard's sword. Totemized by them, he is found by the player at the Underground's Crossroads, and aids them in recovering the artifacts needed to restore magic. Voiced in the game by Marty Ingels
Brog - A small, blue-skinned, hairless troll-like creature, he is dim-witted, stupid, but strong and loves nothing else but to eat rocks. He unwittingly totemized himself when he broke into the Inquisition's facility within Steppinthrax Monastery, believing it to be a cave to hide in. Found by the player beyond the gates of Hades, he aids them in recovering the artifacts needed to restore magic. Voiced in the game by Earl Boen