You are on page 1of 29

TAKE THEIR WORDS FOR IT!

“...the ‘Star Wars’ of interactive computer adventure games,


a sophisticated entertainment that touches the intellect
as well as the adrenal glands.”
THE DETROIT FREE PRESS

“The program is so lifelike I find myself talking to it.”


Curtis, 26, Salesclerk
Phoenix

“I use ZORK with new employees to get them to relax with the computer
(before they learn their regular jobs).”
Lawrence, 44, Manager
Pacific Palisades, California

“As I typed READ THE LEAFLET, I felt the hair on my neck prickle.
I remembered having the same sensation on first reading Edgar Allen Poe at age 11.
It was as if a little voice were saying, ‘This is creepy and weird ... but don’t put it down!’
I barely noticed my wife tiptoe out of the room.”
From “How ZORK Took Over My Life,”
by Mike Oppenheim, M.D.
In MEDICAL ECONOMICS magazine

“Nice big vocabulary, mind-boggling situations and logical thinking.


I can use my brain!!”
Diane, 14
Omaha

“Great!!”
Douglas, 47, Teacher
Mountain View, California

“All-Time Most Popular Adventure”


SOFTALK READERS’ POLL

“WOW!”
Michael, 37, Minister
Lubbock, Texas
CHAPTER ONE

n 659 GUE*, the Kingdom of legend even suggests that Duncanthrax was a demon
Quendor was relatively small, encom- who assumed human form. Another legend describes
passing seven-and-a-half provinces on him as a former rope salesman.
the western shore of the Great Sea, an Whatever his origins, Duncanthrax quickly devel-
agrarian land whose major products oped a reputation for cruelty, bloodthirstiness and
were rope and mosquito netting. It was the thirty-first aggressiveness, thus earning himself the nickname
year of the reign of Zilbo III, part of a dynasty dating “The Bellicose King.” He raised a tremendous army
back more than six centuries to Entharion the Wise, the and began a systematic conquest of the neighboring
first King of Quendor. However, that dynasty was kingdoms. Within three years, Duncanthrax ruled an
about to end with the ascension of Duncanthrax to empire that controlled virtually all the land between
the throne of Quendor on the final day of 659. the Great Sea and the Kovalli Desert.
Little is known about what became of Zilbo after
659. Some say he was killed during a palace revolt, or
simply died from too much reveling while celebrating
the upcoming New Year. There is evidence that he
was exiled to a villa where he invented the card game
Double Fanucci.
Likewise, historians disagree about Duncanthrax’s
life prior to 659. A petition signed by palace guards
in 657, asking for an increase in the mosquito netting
allotment, bears a signature that looks suspiciously
like “Duncanthrax.” Some historians insist that
Duncanthrax was general of the Royal Militia. One

*Adding “GUE” after a year did not become common practice until the An ancient villa on the outskirts of Mithicus, similar to the one where Zilbo
latter part of the eighth century. may have lived in exile.
Questions, Discussions, Projects and Further Readings:
1. Would you have left a job as a rope salesman to become King of Quendor? List the pros and cons.
2. Find Quendor on a modern map. Is it a large area? What natural features of the area would have helped
Quendor to conquer all the neighboring lands?
3. Do you think that Duncanthrax was a mean king for attacking other kingdoms? What other reasons besides
meanness might he have had?
4. Stage a mock peace conference, with one of your classmates playing Duncanthrax and other classmates
playing the kings of the surrounding lands. The other kings should try to convince Duncanthrax not to
attack them.
5. Read The New Year’s Revolt, by Jezbar Foolion.

CHAPTER TWO

n 665, the forces of Duncanthrax van- incensed that this vast land existed outside his domin-
quished the Antharian Armada at the ion, and spent many nights storming the halls of his
famous battle of Fort Griffspotter. The castle bellowing at his servants and advisors. Then,
island-nation of Antharia was, at the one day, he had a sudden inspiration: assemble a
time, the world's premier sea power, huge fleet, cross the Great Sea and conquer the lands
and this victory gave Duncanthrax undisputed con- on the eastern shore. Not only would he extend his
trol of the Great Sea and put the superb ship-building empire, but he'd finally have a market for all that use-
facilities of Antharia at his disposal. (The conquest of less granola.
Antharia also gave Duncanthrax possession of Anthar- As Duncanthrax’s invasion swept across the new
ia’s famed granola mines. Unfortunately, no one in lands, he made a startling discovery: huge caverns
Quendor liked granola.) and tunnels, populated by gnomes, trolls and other
Within months, Quendor’s navy was returning magical races, all of whom loved granola. Even as
from voyages with tales of a magical land on the dis- Duncanthrax conquered this region, his imagination
tant eastern shore of the Great Sea. Duncanthrax was was inspired by this natural underground formation.
In 666, Duncanthrax’s navy returned from its expedition to the eastern shore of the Great Sea with tales of a magical underground civilization (left)
and giant red x’s (right).

If these caverns and tunnels were possible in nature, reign, cavern-building continued at a breakneck pace.
so might they be formed by humans! Duncanthrax The natural caverns in the eastern lands were ex-
realized that by burrowing into the ground he could panded tremendously, and new caverns and passages
increase the size of his empire fivefold or even tenfold! were dug in the western lands, chiefly in the vicinity
The Frobozz Magic Construction Company (the of Duncanthrax’s castle, Egreth. By the time of his
forerunner of the modern industrial giant FrobozzCo death in 688, Duncanthrax ruled virtually all territory
International) was formed to undertake this project in in the known world, above and below ground.
668. For the remaining 20 years of Duncanthrax’s

EXPENDATURES OF THREE ROYAL GOVERNMENTS


5% Other 2% Other

14% 2% Royal
Military Bureaucracy
29%
18% Construction
Construction 54% Construction
of Caverns 33% Military of Dams, etc.
of Roads
68% Royal
66% Other and Bridges
Bureaucracy
8% Royal
Bureaucracy 1% Military

580 GUE 680 GUE 780 GUE


These pie charts show the fiscal priorities of the Empire under three kings who ruled centuries apart: Bozbo IV, Duncanthrax and Dimwit Flathead.

Questions, Discussions, Projects and Further Readings:


1. What would it be like to live underground? If there are any caves near your home, spend a week underground
to see what it's like.
2. Read Construction of the Empire, by Mumboz Agrippa, Wouldn’t It Be Fun To Live Underground?, by Lorissa
Frob and The Seventy Year Snidgel, by Harv Dornfrob.
CHAPTER THREE

fter Duncanthrax, the throne was occu- Dimwit was the first king to call Quendor “The
pied by a long series of his descen- Great Underground Empire,” and within a few years
dants. These were unspectacular rulers, the new name had completely displaced the older
who took on the surname Flathead, for one. Dimwit also renamed the Great Sea “the Flat-
obscure reasons not necessarily related head Ocean,” and seemed to prefer the newer lands on
to the planar shape of their pates. During this period, the eastern shore. He even moved the Empire’s capi-
there was very little change in the Empire, as the con- tal from Egreth (in the westlands) to Flatheadia (in the
quered kingdoms were assimilated into Quendor and eastlands).
the frantic pace of tunneling gradually abated. While Dimwit certainly inherited Duncanthrax’s
In 770, nearly a century after the death of Duncan- ambition and ingratiating personality, he directed
thrax, his great-great-grandson, Dimwit Flathead, them in a somewhat less productive fashion. Whereas
assumed the throne. Lord Dimwit, as he liked to be Duncanthrax used his power to expand his empire,
called, was a colorful character, but was also the single Dimwit was motivated to realize his bizarre whims.
worst ruler the Empire ever produced. His vanity was Raising the kingdom’s tax rate to just over 98%, Dim-
surpassed only by his outrageous sense of proportion. wit began a series of grandiose projects that soon
For example, his coronation took 13 years to plan (and earned him the title “Flathead the Excessive.” Among
therefore took place two-thirds of the way through his these projects: the construction of mammoth Flood
reign), lasted an additional year and a half, and cost 12 Control Dam Number Three (a massive edifice with
times the Empire’s GNP. virtually no useful purpose, since it never rains under-

IMPORTANT POLITICAL AND CULTURAL EVENTS


d
or ate n ship
n c orp m p io n d ed rt
on al
I
C ha F ou ated on c e
ati ci on ic edic ir st C
oI ntern F an u c hil h ar m s eu mD ea d’s F
oz z C ou ble o zz P l Mu Fla th
F r ob 1st D F r ob R o ya Elv is
Cultural Events 668 691 732 777 841
Political Events 659 6
D un 6 6 U n d
688
D un
770
D im
789
D im
865
G ra n
883
G r ea
c an th er c an th w it F w it F ola R t Un
ra x A g r oun d ra x D la th e la th e io ts d er g
r oun
s c en Ca v ies ad A ad D
ds T ern s s c en ies d Em
hr on D is c ds T p ir e
e ov er hr on Fall s
ed e

This time line shows the dates of some of the events that shaped the history of The Great Underground Empire. Cultural events are listed above the time line
and political events are listed below.
Lord Dimwit erected a nine-bloit-high statue of himself to lend credence to the Royal motto, “A truly great leader is larger than life.”

ground), the creation of the Royal Museum (to house Just before his death in 789, Flathead was rumored
the crown jewels), the defoliation of four hundred to be planning his greatest dream: the creation of a
thousand acres of lush forest (to erect a nine-bloit-high new continent in the center of the Flathead Ocean.
statue of himself in the Fublio Valley) and the produc- The outline and contours of the new continent would
tion of enormous granola smelters of Plumbat. have been a gigantic reproduction of his own visage.

Questions, Discussions, Projects and Further Readings:


1. How many things can you think of that are named after the Flatheads? Make a list.
2. Try to collect 10 zorkmids from everyone on your block, telling them that the money will be used to erect a
giant statue of yourself. Use force if necessary. See if the others on your block begin to resent you.
3. Read The Lives of the Twelve Flatheads, by Boswell Barwell.
CHAPTER FOUR

lthough Dimwit was certainly the most


flagrantly indulgent ruler in the history THE KINGS OF QUENDOR
of The Great Underground Empire, The Entharion Dynasty The Flathead Dynasty
most of the Flatheads who followed Entharion the Wise 0-41 Duncanthrax the Bellicose 659-688
Mysterion the Brave 41-55 Belwit the Flat 688-701
him did their best to uphold the tradi- Zylon the Aged 55-398 Frobwit the Flatter 701-727
tion of excessiveness. The high level of taxation con- Zilbo I
Bozbo I
398-423
423-429
Timberthrax Flathead
Phloid Flathead
727-738
738-755
tinued, although the money was increasingly spent Zilbo II 429-451 Mumberthrax Flathead 755-770
Harmonious Fzort 451-477 Dimwit Flathead 770-789
not on massive construction projects but on extrava- Bozbo II 477-481 Loowit Flathead 789-813
gant parties and long vacation trips for members of Thaddium Fzort
Mumbo I
481-545
545-569
Duncwit Flathead
Barbawit Flathead
813-843
843-845
the Royal Family. Bozbo III 569-575 Idwit Oogle Flathead 845-881
Bozbo IV 575-619 Wurb Flathead 881-883
In 883, after countless years of decadence and over- Mumbo II 619-628
taxation, The Great Underground Empire collapsed, Zilbo III 628-659

the Royal Treasury was sacked and everyone moved


somewhere else. This table shows the rulers of Quendor, later known as The Great Under–
ground Empire, through its collapse in 883 GUE.

Questions, Discussions, Projects and Further Readings:


1. Collect several horses for yourself and your classmates. Ride through the center of your town, pillaging
stores, burning homes and slaughtering young children and old women. Afterwards, ask people around
town what it was like to live in a lawless state.
2. Read The Dark Age of Frobozz, by Sybar Zeebin and So You Want To Sack an Empire, by Uncle Frobizzmus.
Instruction
Manual for
ZORK I:
The Great Underground Empire

Instruction Manual 9
10 Instruction Manual
Instruction Manual for ZORK I: Table of Contents
An Overview Page 12
The Great Underground Empire • What is interactive fiction?
• Moving around
Welcome to ZORK! You are about to experience a
classic interactive fantasy, set in a magical universe. • Turns and scoring
The ZORK trilogy takes place in the ruins of an an- Tips for Novices 13
cient empire lying far underground. You, a dauntless Nine useful pointers about interactive
treasure-hunter, are venturing into this dangerous fiction
land in search of wealth and adventure. Because
Communicating with ZORK 14
each part of the ZORK saga is a completely indepen-
• Basic sentences
dent story, you can explore them in any order. How-
• Complex sentences
ever, since ZORK I is the least difficult, it is usually
the best place to begin. • Talking to characters in the story
Many strange tales have been told of the fabulous • Vocabulary limitations
treasures, exotic creatures and diabolical puzzles in Starting and Stopping 16
the Great Underground Empire. As an aspiring ad- • Starting ZORK (“Booting Up”)
venturer, you will undoubtedly want to locate the • Saving and restoring
treasures and deposit them in your trophy case. • Quitting and restarting
You’d better equip yourself with a source of light (for
the caverns are dark) and weapons (for some of the Appendix A: Quick Reference Guide 17
inhabitants are unfriendly—especially the thief, a This briefly describes the most impor-
skilled pickpocket and ruthless opponent). tant things to know about interactive
If you’re experienced with Infocom’s interactive fiction. It is vital that you know all these
fiction, you may not feel like reading this entire man- things before you begin your adventure.
ual. However, you should at least read about scoring Appendix B: Important Commands 18
(on page 12) and look at the appendix of recognized
verbs (on page 19). Appendix C: Some Recognized Verbs 19
Appendix D: ZORK Complaints 20
Appendix E: Sample Transcript 21
and Map
Appendix F: We’re Never Satisfied 23
Appendix G: If You Have Technical 23
Problems
Appendix H: Author Biographies 24
Appendix I: Warranty and Copyright 24
Information

Instruction Manual 11
An Overview An important element of interactive fiction is puz-
Interactive fiction is a story in which you are the main zle-solving. You should think of a locked door or a
character. Your own thinking and imagination deter- ferocious beast not as a permanent obstacle, but
mine the actions of that character and guide the story merely as a puzzle to be tackled. Solving puzzles will
from start to finish. frequently involve bringing a certain item with you
Each work of Infocom’s interactive fiction, such and then using it in the proper way.
as the three ZORK adventures, presents you with a In ZORK, time passes only in response to your
series of locations, items, characters and events. You input. You might imagine a clock that ticks once for
can interact with these in a variety of ways. each sentence you type, and the adventure progress-
To move from place to place, type the direction es only at each tick. Nothing happens until you
you want to go. When you begin your adventure, it’s type a sentence and press the RETURN (or ENTER)
a good idea to become familiar with your surround- key, so you can plan your turns as slowly and care-
ings by exploring every location and reading each fully as you want.
description carefully. (You may notice that ZORK To measure your progress, ZORK I keeps track of
occasionally refers to a location as a “room,” even if your score. You’ll get points for solving puzzles,
you are outdoors.) As you explore the Empire, it is acquiring treasures, performing certain actions and
helpful to draw a map of the geography. visiting certain locations. You will also get points for
putting treasures into the trophy case. There may be
a penalty for getting “killed.”

12 Instruction Manual
Tips for Novices 5. Unlike other “adventure games” that you may
1. Draw a map. It should include each location, the have played, there are many possible routes to the
directions connecting it to adjoining locations and any end of ZORK. Some puzzles have more than one
interesting objects there. (See the small sample map solution; other puzzles don’t need to be solved at all.
that goes along with the sample transcript on page Sometimes you will have to solve one puzzle in order
21.) Some puzzles are almost impossible to solve to obtain the item(s) or information you need to solve
without completely mapping the area. Note that another puzzle.
there are 10 possible directions, plus IN and OUT. 6. You may find it helpful to explore ZORK with an-
And since some passages twist and curve, going other person. Different people may find different
NORTH from Place A to Place B doesn’t always mean puzzles easy and can often complement each other.
that SOUTH will take you back to Place A. 7. If you really have difficulty, you can order a hint
2. Most objects that you can pick up are important, booklet and a complete map using the order form in
either as treasures or as solutions to puzzles, or your package. You don’t need the hint booklet to
both! enjoy the story, but it will make solving ZORK I
easier.
3. Save your place often. That way, if you mess up
or get “killed,” you won’t have to start over from the 8. Read the sample transcript on page 21 to get a feel
beginning. See page 16 for instructions. for how Infocom’s interactive fiction works.
4. Read carefully. There are often clues in the de- 9. You can word a command in many different ways.
scriptions of locations and objects, as well as in la- For example, to turn the brass lantern on, you could
bels, engravings, books and so on. Even strange or use any of the following:
dangerous actions may provide clues and might > LIGHT LAMP.
prove to be fun! You can always save your position > TURN ON THE LAMP.
first if you want. Here’s a fun example: > TURN THE LAMP ON.
> PUT ON THE GREEN CALICO HAT > ACTIVATE THE LAMP.
The munchkins giggle, but remain unconvinced that > LIGHT THE BRASS LANTERN.
you’re a witch. In fact, if the lamp is the only light source present,
You’ve just learned there is something which might just typing LIGHT is enough, since ZORK will as-
convince the munchkins that you’re a witch. They sume you meant the lamp. But more about that in
might even give you their enchanted broom. Perhaps the next section...
if you put on that blue calico dress you came across
earlier in the story…

Instruction Manual 13
Communicating with ZORK ZORK understands many different kinds of sen-
In ZORK, you type your sentence in plain English tences. Here are several examples. (Note that some
each time you see the prompt (>). ZORK usually of these objects do not actually appear in ZORK.)
acts as if your sentence begins “I want to...,” al- > WALK NORTH
though you shouldn’t actually type those words. You > DOWN
can use the words like “THE” if you want, and you can > NE
use capital letters if you want; ZORK doesn’t care > GO SOUTH
either way. >U
When you finish typing a sentence, press the RE- > TAKE BOX
TURN (or ENTER) key and ZORK will process your > PICK UP THE WOODEN BOX
request. ZORK will respond, telling you whether your > DROP IT
request is possible at this point in the story and what > PUSH THE BUTTON
happened as a result. > OPEN THE WOODEN DOOR
ZORK recognizes your words by their first six > EXAMINE THE SCUBA GEAR
letters, and all subsequent letters are ignored. > LOOK BEHIND THE STATUE
Therefore, CANDLE, CANDLEs and CANDLEstick > LOOK UNDER THE ROCK
would all be treated as the same word by ZORK. > LOOK INSIDE THE BUBBLING CAULDRON
To move around, just type the desired direction. > KILL THE BEAR WITH THE GUN
You can use the eight compass directions: NORTH, > SHOOT BEAR WITH LARGE RIFLE
SOUTH, EAST, WEST, NORTHEAST, NORTHWEST,
SOUTHEAST and SOUTHWEST. You can abbreviate You can use multiple objects with certain verbs if
these to N, S, E, W, NE, NW, SE and SW, respec- you separate them by the word AND or by a comma.
tively. You can use UP (or U) and DOWN (or D). IN Some examples:
and OUT will also work in certain places. > TAKE LAMP, JAR, FLUTE
> DROP THE DAGGER, LANCE, AND MACE
> PUT THE GOLD BAR AND THE PEARL IN THE
TROPHY CASE
The word ALL refers to every visible object except
those inside something else. If there were an apple
on the ground and an orange inside a cabinet, TAKE
ALL would take the apple but not the orange.
> TAKE ALL
> TAKE ALL THE BOOKS
> TAKE ALL FROM THE DESK
> GIVE ALL BUT THE PENCIL TO THE NYMPH
> DROP ALL EXCEPT THE DART GUN

14 Instruction Manual
You can include several sentences on one input ZORK tries to guess what you really mean when
line if you separate them by the word THEN or by a you don't give enough information. For example, if
period. (Note that each sentence will still count as a you say that you want to do something, but not what
turn.) You don’t need a period at the end of the input you want to do it to or with, ZORK will sometimes
line. For example, you could type all of the following decide that there is only one possible object that you
at once, before pressing the RETURN (or ENTER) could mean. When it does so, it will tell you. For
key: example:
> NORTH.READ THE BOOK.DROP IT THEN BURN > BURN THE KINDLING
IT WITH TORCH (with the torch)
The kindling catches fire and is consumed.
If ZORK doesn’t understand one of the sentences in
or
your input line, or if something unusual happens, it
> GIVE THE SWORD
will ignore the rest of your input line (see “ZORK
(to the gnome)
Complaints” on page 20).
The gnome, a sworn pacifist, refuses to take it.
There are only two kinds of questions that ZORK
understands: WHAT and WHERE. Here are two If your sentence is ambiguous, ZORK will ask
examples that you can actually try in ZORK: what you really mean. You can answer most of these
> WHAT IS A GRUE? questions briefly by supplying the missing informa-
tion, rather than typing the entire input again. You
> WHERE IS THE ZORKMID?
can do this only at the very next prompt. Some ex-
You will meet other people and creatures as you amples:
explore ZORK. You can “talk” to some of these
> TIE THE ROPE
beings by typing their name, then a comma,
What do you want to tie the rope to?
then whatever you want them to do. Here are
> THE MAST
some examples:
The rope is now tied to the mast.
> GNOME, GIVE ME THE KEY or
> TREE SPRITE, OPEN THE SECRET DOOR > HIT THE NAIL WITH THE HAMMER
> JOEL, WAIT HERE Which nail do you mean, the shiny nail or the rusty
> WARLOCK, TAKE THE SPELL SCROLL nail?
THEN FOLLOW ME > SHINY
> MIKE, NORTH.GET THE BRAN MUFFIN. The shiny nail is driven halfway into the piece of
THROW IT AT THE DWARF wood.
Notice that in the last two examples, you are giving ZORK uses many words in its descriptions that it
one person more than one command on the same will not recognize in your sentences. For example,
input line. you might read, “Above you, moonlit clouds flit
You can use quotes to answer a question or say across the evening sky.” However, if ZORK doesn’t
something “out loud.” For example: recognize the words SKY or CLOUDS in your input,
> SAY “HELLO SAILOR” you can assume that the sky and clouds are not im-
> ANSWER “A ZEBRA” portant to your completion of the story, except to
provide you with a more vivid description of where
you are or what is going on. ZORK recognizes over
600 words, nearly all that you are likely to use in
your sentences. If ZORK doesn’t know a word you
used, or any of its common synonyms, you are al-
most certainly trying something that is not important
in your adventure.

Instruction Manual 15
Starting and Stopping Saving and restoring: It will probably take you many
Starting the story: Now that you know what to expect days to complete ZORK I. Using the SAVE feature,
when you venture into the caverns of ZORK, it’s you can continue at a later time without having to
time for you to “boot” your disk. To load ZORK, start over from the beginning, just as you can place a
follow the instructions on the Reference Card in your bookmark in a book you are reading. SAVE puts a
ZORK I package. “snapshot” of your place in the story onto another
Following the copyright notice and the release diskette. If you are a cautious adventurer, you may
number of the story, you will see a description of the want to save your place before (or after) trying
place where the story begins. something dangerous or tricky. That way, you can go
Here’s a quick exercise to help you get accus- back to that position later, even if you have gotten
tomed to interacting with ZORK I. Try the following lost or “killed” since then.
command first: To save your place in the story, type SAVE at the
prompt (>), and then press the RETURN (or ENTER)
> OPEN THE MAILBOX
key. Then follow the instructions for saving and re-
Then press the RETURN (or ENTER) key. ZORK I storing on your Reference Card. Some systems re-
will respond with: quire a blank disk, initialized and formatted, for
Opening the mailbox reveals a leaflet. saves. Using a disk with data on it (not counting
other ZORK saves) may result in the loss of that data,
Now try: depending on your system.
> READ THE LEAFLET You can restore a saved position any time you
want. To do so, type RESTORE at the prompt (>),
After you press the RETURN (or ENTER) key, ZORK and press the RETURN (or ENTER) key. Then follow
I will respond: the instructions on your Reference Card. You can
(Taken) then continue the story from the point where you
Welcome to ZORK! used the SAVE command. You can type LOOK for a
description of where you are.
ZORK is a story of adventure, danger and low cunning.
In it you will explore some of the most amazing territory Quitting and restarting: If you want to start over
ever seen by mortals. No computer should be without from the beginning of the story, type RESTART.
one. (This is usually faster than re-booting.) Just to make
sure, ZORK will ask if you really want to start over.
If you do, type Y or YES, and press the RETURN
(or ENTER) key.
If you want to stop, type QUIT. Once again,
ZORK will ask if this is really what you want to do.
If you do, type Y and press the RETURN key.
Remember when you RESTART or QUIT: if you
want to be able to return to your current position, you
must first do a SAVE.

16 Instruction Manual
Appendix A 3. Important! After typing your sentence or com-
Quick Reference Guide mand, you must press the RETURN (or ENTER) key
The object of ZORK I is to find the treasures of the before ZORK will respond.
Great Underground Empire and put them in your 4. On most computers, your screen will have a spe-
trophy case. cial line called the status line. It tells you the name
1. To start the story (“boot up”), see the separate of your current location, your score, and the number
Reference Card in your ZORK package. of turns you have taken.

2. When you see the prompt (>) on your screen, 5. You can pick up and carry many of the items you’ll
ZORK is waiting for your command. There are find in the story. For example, if you type TAKE THE
four kinds of sentences or commands that ZORK NECKLACE, you will be carrying it. Type INVEN-
understands: TORY to see a list of everything you are carrying.

A. Direction commands: To move from place to 6. When you want to stop, save your place for later,
place, just type the direction you want to go: N (or or start over, read the “Starting and Stopping” sec-
NORTH), E, S, W, NE, SE, NW, SW, U (or UP), tion on page 16.
D, IN, OUT. 7. If you have trouble, refer to the specific section of
B. Actions: Just type whatever you want to do. the manual for more detailed instructions.
Some examples: READ THE BOOK or OPEN THE
DOOR or LOOK THROUGH THE WINDOW.
Once you’re familiar with simple commands,
you’ll want to use more complex ones as described
in “Communicating with ZORK” on page 14.
C. Commands given to people: To talk to charac-
ters in the story, type their name, then a comma,
then what you want to say to them. For example:
TROLL, GIVE ME THE AXE or OLD MAN, GO
NORTH.
D. Special one-word commands: some one-word
commands, such as INVENTORY or DIAGNOSE,
give you specific information or affect your output.
A list of these appears in the “Important Com-
mands” appendix on page 18.

Instruction Manual 17
Appendix B DIAGNOSE—ZORK will give you a medical report
Important Commands of your physical condition. This is particularly useful if
There are a number of one-word commands which you have just survived a dangerous battle or if you are
you can type instead of a sentence. You can use them under the effects of a magical spell.
over and over as needed. Some count as a turn, INVENTORY—ZORK will list what you are carry-
others do not. Type the command after the prompt ing. You can abbreviate INVENTORY to I.
(>) and hit the RETURN (or ENTER) key.
LOOK—This tells ZORK to describe your location in
AGAIN—ZORK will usually respond as if you had full detail. You can abbreviate LOOK to L.
repeated your previous sentence. Among the cases
QUIT—This lets you stop. If you want to save your
where AGAIN will not work is if you were just talking
position before quitting, follow the instructions in
to another character. You can abbreviate AGAIN to
“Starting and Stopping” on page 16. You can abbrevi-
G.
ate QUIT to Q.
BRIEF—This tells ZORK to give you the full descrip-
RESTART—This stops the story and starts over from
tion of a location only the first time you enter it. On
the beginning.
subsequent visits, ZORK will tell you only the name
of the location and the objects present. This is how RESTORE—This restores a story position made using
ZORK will normally act, unless you tell it otherwise the SAVE command. See “Starting and Stopping” for
using the VERBOSE or SUPERBRIEF commands. more details.
SAVE—This makes a “snapshot” of your current
story position onto your storage disk. You can return
to a saved position in the future using the RESTORE
command. See “Starting and Stopping” for more
details.
SCORE—ZORK will show your current score and
the number of turns you have taken. It will also tell
you your rank, which is based on your score.

18 Instruction Manual
SCRIPT—This command tells your printer to begin Appendix C
making a transcript of the story as you venture on- Some Recognized Verbs
wards. A transcript may aid your memory but is not This is only a partial list of the verbs that all three
necessary. It will work only on certain computers; ZORK adventures understand. There are many
read your Reference Card for details. more. Remember that you can use a variety of prep-
SUPERBRIEF—This commands ZORK to display only ositions with them. For example, LOOK can become
the name of a place you have entered, even if you LOOK INSIDE, LOOK BEHIND, LOOK UNDER,
have never been there before. In this mode, ZORK LOOK THROUGH, LOOK AT and so on.
will not even mention which objects are present. Of ANSWER FOLLOW SAY
course, you can always get a description of your ATTACK GIVE SEARCH
location, and the items there, by typing LOOK. In
BLOW INFLATE SHAKE
SUPERBRIEF mode, the blank line between turns will
BREAK JUMP SLIDE
be eliminated. This mode is meant for adventurers BURN KICK SMELL
who are already very familiar with the geography.
CLIMB KNOCK STAY
Also see VERBOSE and BRIEF.
CLOSE LIGHT STRIKE
UNSCRIPT—This commands your printer to stop COUNT LISTEN SWIM
making a transcript. CROSS LOCK TAKE
VERBOSE—This tells ZORK that you want a com- CUT LOOK TELL
plete description of each location and the objects in it DEFLATE LOWER THROW
every time you enter a location, even if you’ve been DIG MOVE TIE
there before. Also see BRIEF and SUPERBRIEF. DRINK OPEN TOUCH
DROP POUR TURN
VERSION—ZORK responds by showing you the EAT PRAY UNLOCK
release number and the serial number of your copy of ENTER PULL WAKE
the story. Please include this information if you ever EXAMINE PUSH WALK
report a “bug” in ZORK. EXIT PUT WAVE
WAIT—This will cause time in the story to pass. EXTINGUISH RAISE WEAR
Normally, between turns, nothing happens in the FILL READ WIND
story. You could leave your computer, take a nap and
return to the story to find that nothing has changed.
You can use WAIT to make time pass in the story
without doing anything. For example, if you encoun-
ter an alien being, you could WAIT to see what it will
do. Or, if you are in a moving vehicle, you could
WAIT to see where it will go. You can abbreviate
WAIT to Z.

Instruction Manual 19
Appendix D THERE WAS NO VERB IN THAT SENTENCE! Unless
ZORK Complaints you are answering a question, each sentence must
ZORK will complain if you type a sentence that con- have a verb (or a command) in it somewhere.
fuses it completely. ZORK will then ignore the rest THERE SEEMS TO BE A NOUN MISSING IN THAT
of the input line. (Unusual events, such as being SENTENCE! This usually means that your sentence
attacked, may also cause ZORK to ignore the rest of was incomplete, such as EAT THE BLUE.
the sentences you typed, since the event may have
THERE WERE TOO MANY NOUNS IN THAT SEN-
changed your situation drastically.) Some of ZORK’s
complaints: TENCE. An example is PUT THE SOUP IN THE BOWL
WITH THE LADLE, which has three noun “phrases,”
I DON’T KNOW THE WORD “(your word).” The one more than ZORK can digest in a single action.
word you typed is not in the story’s vocabulary.
Sometimes using a synonym or rephrasing will help. I BEG YOUR PARDON? You hit the RETURN
If not, ZORK probably doesn’t know the idea you (or ENTER) key without typing anything.
were trying to get across. IT’S TOO DARK TO SEE. In the story, there was not
YOU USED THE WORD “(your word)” IN A WAY enough light to perform your action.
THAT I DON’T UNDERSTAND. ZORK knows the I DON’T SEE WHAT YOU ARE REFERRING TO. You
word you typed, but couldn’t use it in that sense. used HIM, HER or IT, but ZORK isn’t sure what per-
Usually this is because ZORK knows the word as a son or object you meant.
different part of speech. For example, if you typed
PRESS THE LOWER BUTTON, you are using LOWER YOU CAN’T SEE ANY “(object)” HERE! The item
as an adjective, but ZORK might know LOWER only you referred to was not visible. It may be some-
where else, inside a closed container, and so on.
as a verb, as in LOWER THE ROPE.
THE OTHER OBJECT(S) THAT YOU MENTIONED
THAT SENTENCE ISN’T ONE I RECOGNIZE. The
ISN’T (AREN’T) HERE. You referred to two or more
sentence you typed may have been gibberish, such
items in the same sentence, and at least one of them
as GIVE TROLL WITH SWORD. Or, you may have
wasn’t visible to you in your present location.
typed a reasonable sentence but used a syntax that
ZORK does not recognize, such as SMELL UNDER YOU CAN’T GO THAT WAY. There was no passage
THE ROCK. Try rephrasing the sentence. or exit in the direction you tried to move.
YOU CAN’T USE MULTIPLE (IN)DIRECT OBJECTS
WITH “(your verb).” You can refer to several items
at the same time only with certain verbs. Among the
more useful of these verbs are TAKE, DROP and PUT.
This restriction also applies to the use of ALL, as in
DROP ALL. For example, ATTACK will not work with
multiple objects; you couldn’t say ATTACK ALL or
ATTACK THE WARLOCK AND THE ENCHANTER.

20 Instruction Manual
Appendix E > WEST
You’re not going anywhere until you stand up.
Sample Transcript and Map
This transcript is not from any of the ZORK adven- > GET OUT OF THE GO-CART
tures, but it does show most of the usual things you You are on your own feet again.
can do in ZORK. It contains several simple puzzles > TAKE THE JEWELED WRENCH
and their solutions, and it will give you a good idea of Taken.
how Infocom’s interactive fiction works. The player’s
> WEST
sentences appear in capital letters after each prompt
Lumber Yard
(>). The map represents the terrain in the sample
This is a huge room lined with metal shelves. There are
transcript as you might have drawn it. exits to the east, northeast, and west.
There is a small cardboard box here.
Piled on one of the shelves is a supply of lumber.
> TAKE THE BOX AND THE LUMBER
small cardboard box: Taken.
supply of lumber: Your load is too heavy.
> INVENTORY
You are carrying:
a lamp (providing light)
a glass jar
The glass jar contains:
a quantity of pomegranate juice
a jeweled monkey wrench
a dart gun
a small cardboard box
> DROP THE DART GUN
Dropped.
> TAKE THE LUMBER
Taken.
> APPLY THE BRAKES > LOOK INSIDE THE BOX
The Frobozz Magic Go-Cart coasts to a stop. The small cardboard box is closed.
Moss-lined Tunnel, in the Go-Cart > OPEN IT
This is a long east-west tunnel whose walls are covered Opening the small cardboard box reveals a bunch of
with green and yellow mosses. two-inch nails.
There is a jewel-studded monkey wrench here. (outside > EXAMINE THE LUMBER
the Go-Cart) It consists of two rectangular pieces of wood, about 10
A bent and rusted monkey wrench is lying here. (outside feet long, and perhaps a dozen shorter dowel-shaped
the Go-Cart) pieces.
> TAKE THE WRENCH > WALK NORTHEAST
Which wrench do you mean, the jeweled monkey Foreman’s Office
wrench or the rusty monkey wrench? This is the office of the lumber yard foreman. The only
exit is to the southwest.
> JEWELED
You can’t reach it from inside the Go-Cart.

Instruction Manual 21
> SW > PUT THE LADDER THROUGH THE HOLE
Lumber Yard The ladder is now resting against the rim of the hole.
There is a dart gun here. > UP
> WALK WEST You’re carrying too much to climb a ladder.
Carpentry Shop >I
You are in a room furnished with wooden shelves, cabi-
nets, mantels and moldings, all gracefully carved out of You are carrying:
fine wood. An array of precision tools adorns the walls. a lamp (providing light)
The only exit is south... unless you want to count the a glass jar
opening in the roof. The glass jar contains:
A carpenter gnome is sitting here, twiddling his thumbs. a quantity of pomegranate juice
a small cardboard box
>UP
The opening is too high to reach. > DROP ALL BUT THE LAMP
glass jar: Dropped.
>GNOME, BUILD A LADDER small cardboard box: Dropped.
“I’d be glad to, but not for free!”
> LOOK
> GIVE THE JEWELED MONKEY WRENCH TO THE Carpentry Shop
GNOME You are in a room furnished with wooden shelves, cabi-
The gnome examines the jeweled monkey wrench care- nets, mantels and moldings, all gracefully carved out of
fully. "Thank you," he exclaims, adding it to his collection fine wood. An array of precision tools adorns the walls.
of tools. The only exit is south... unless you want to count the
> GNOME, BUILD A LADDER opening in the roof.
“Oh, yes, your ladder. Unfortunately, I have no A carpenter gnome is sitting here, twiddling his thumbs.
lumber.” There is a glass jar here.
> GIVE THE LUMBER TO THE GNOME The glass jar contains:
The gnome accepts the supply of lumber. a quantity of pomegranate juice
There is a small cardboard box here.
> GNOME, BUILD LADDER
“Darn it! I’m fresh out of nails.” > UP
Monster’s Lair
> GIVE NAILS This is the den of the dreaded Seven-Headed Snow
(to the gnome) Monster of Snurth. It is quite chilly in here, and ice covers
The gnome accepts the bunch of nails. the floor and walls. A ladder protrudes from a hole in
> GIVE THE LAMP TO THE GNOME the ground, and sunlight comes from the cave entrance
The gnome attempts to build a beautiful set of kitchen to the east.
cabinets out of the lamp. Finally, he gives up and hands The Snow Monster, bellowing loudly, blocks the eastern
it back to you. exit.
> GNOME, BUILD LADDER > DOWN.SOUTH.TAKE DART GUN.WEST.UP
The gnome grumbles but constructs a handsome Carpentry Shop
wooden ladder. He admires his handiwork and hands A carpenter gnome is sitting here, twiddling his thumbs.
you the ladder. There is a glass jar here.
The glass jar contains:
> PUT THE LADER THROUGH THE HOLE a quantity of pomegranate juice
I don’t know the word “lader.” There is a small cardboard box here.

22 Instruction Manual
Lumber Yard Appendix F
There is a dart gun here.
We’re Never Satisfied
Taken. Here at Infocom, we take great pride in the quality of
Carpentry Shop our stories. Even after they’re “out the door,” we’re
A carpenter gnome is sitting here, twiddling his thumbs. constantly improving, honing and perfecting.
There is a glass jar here. Your input is important. No matter how much
The glass jar contains: testing we do, it seems that some “bugs” never
a quantity of pomegranate juice crawl into view until thousands of you begin doing all
There is a small cardboard box here. those wild and crazy things to the story. If you find a
Monster’s Lair bug, or if you think a certain puzzle was too hard or
The Snow Monster, bellowing loudly, blocks the eastern too easy, or if you have some other suggestion, or if
exit. you’d just like to tell us your opinion of ZORK, drop
us a note! We love every excuse to stop working, and
> SHOOT MONSTER a letter from you is just such an excuse! Write to:
What do you want to shoot the monster with? INFOCOM, INC.
> DART GUN 125 CambridgePark Drive
The Snow Monster clutches at the dart and then keels Cambridge, MA 02140
over. His body vanishes in a cloud of acrid black smoke. Attn: DIMWIT FLATHEAD
> EAST
Orange Grove Appendix G
A path leads northeast through this small grove of or- If You Have Technical Problems
ange trees. A dark cave lies to the west. A sign is posted You can call the Infocom Technical Support Team to
near the grove. report bugs and technical problems, but not for hints
> READ THE SIGN to solve puzzles, at (617) 576-3190. If your disk de-
“Warning! These are poisonous oranges, not meant velops a problem within ninety (90) days after pur-
for human consumption. chase, we will replace it at no charge. Otherwise,
there is a replacement fee of $5.00 (U.S. currency).
– Farmer Bozbar”
If you call to report a bug, please provide your re-
> EAT AN ORANGE lease number, which you can find by typing VER-
Aaarrrr! It burns your tongue and your throat! SION. Please return your registration card if you’d
***You have died*** like to be on our mailing list and receive our newslet-
A forest sprite appears, looking concerned. “You’ve ter, THE NEW ZORK TIMES.
done it again,” says the sprite, with a mixture of sympa-
thy and disgust. “I’ll give you only one more chance.”
She sprinkles some fairy dust on you…
Wooden Bridge
There is a lamp here.
> LOOK
Wooden Bridge
You are on a sturdy bridge leading northeast to south-
west. The river below flows quickly amongst pointy rocks.
There is a lamp here.

Instruction Manual 23
Appendix H Appendix I
Author Biographies Warranty and Copyright Information
Marc Blank. A graduate of MIT and the Albert Limited Warranty
Einstein College of Medicine, Marc has been involved This software product and the attached instructional materials are sold
“AS IS,” without warranty as to their performance. The entire risk as to
in writing interactive fiction since its formative period the quality and performance of the computer software program is as-
in the late 1970s. Co-author of the original mainframe sumed by the user.
However, to the original purchaser of a disk prepared by Infocom
version of ZORK in 1977, he was instrumental in lay- and carrying the Infocom label on the disk jacket, Infocom, Inc. war-
ing the groundwork for the appearance of interactive rants the medium on which the program is recorded to be free from
fiction on personal computers in the early 1980s. defects in materials and faulty workmanship under normal use and
service for a period of ninety (90) days from the date of purchase. If
He is co-author of ZORK I, ZORK II, ZORK III and during this period a defect on the medium should occur, the medium
ENCHANTER,® and is sole author of DEADLINE,® may be returned to Infocom, Inc. or to an authorized Infocom, Inc.
dealer, and Infocom, Inc. will replace the medium without charge to
the first interactive mystery. His continuing work in you. Your sole and exclusive remedy in the event of a defect is ex-
interactive technologies in large part made Infocom’s pressly limited to replacement of the medium as provided above. This
name synonymous with interactive fiction. His warranty gives you specific legal rights and you may also have other
rights which vary from state to state.
mother still wishes he would practice medicine. THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF
ALL WARRANTIES, EXPRESS, IMPLIED, OR STATUTORY, IN-
Dave Lebling. Dave Lebling was born in Washington, CLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRAN-
D.C. and grew up in suburban Maryland. He at- TIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE AND OF ANY OTHER WARRANTY OB-
tended the Massachusetts Institute of Technology LIGATION ON THE PART OF INFOCOM, INC. SOME STATES
and worked at MIT’s Laboratory for Computer Sci- DO NOTALLOW LIMITATIONS ON HOW LONG AN IMPLIED
WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT
ence, where he developed an interest in computer APPLY TO YOU. IN NO EVENT SHALL INFOCOM, INC. OR
entertainments. He was a co-author of the original ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION
mainframe ZORK. He has co-authored ZORK I, AND PRODUCTION OF THIS COMPUTER SOFTWARE PRO-
GRAM BE LIABLE FOR INDIRECT, SPECIAL, OR CONSE-
ZORK II, ZORK III and ENCHANTER, and written QUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO, LOSS
STARCROSS® on his own. He is married and lives OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM
THE USE OF THIS PROGRAM, OR ARISING OUT OF ANY
in a suburb of Boston, where his appetite for the BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW
printed word is restrained only by the volume of THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CON-
his house. SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAY
NOT APPLY TO YOU.
N.B. After the warranty period, a defective Infocom disk may be
returned to Infocom, Inc. with a check or money order for $5.00 (U.S.
currency) for replacement.
Copyright
The enclosed software product is copyrighted and all rights are re-
served by Infocom, Inc. It is published exclusively by Infocom, Inc. The
distribution and sale of this product are intended for the use of the origi-
nal purchaser only and for use only on the computer system specified.
Lawful users of this program are hereby licensed only to read the pro-
gram from its medium into memory of a computer solely for the pur-
pose of executing the program. Copying (except for one backup copy on
those systems which provide for it--see Reference Card), duplicating,
selling, or otherwise distributing this product is a violation of the law.
This manual and all other documentation contained herein are copy-
righted and all rights are reserved by Infocom, Inc. These documents
may not, in whole or in part, be copied, photocopied, reproduced,
translated, or reduced to any electronic medium or machine-readable
form without prior consent, in writing, from Infocom, Inc.
Willful violations of the Copyright Law of the United States can result
in civil damages of up to $50,000 in addition to actual damages, plus
criminal penalties of up to one year imprisonment and/or $10,000 fine.
ZORK, DEADLINE, ENCHANTER and STARCROSS are
registered trademarks of Infocom, Inc.
© 1984 Infocom, Inc.
Printed in U.S.A.

© 2001 Activision, Inc. Reproduced with permission. All right reserved.

24 Instruction Manual
Buried deep within every ZORK I package: your ZORK I disk, a complete history of the Great Underground Empire
and an incredible map not sold at any gas station known to Mankind.

> Throw the sack at the troll. yourself at the center of a world Advanced: A greater level of chal-
The troll, who is remarkably jam-packed with surprising twists, lenge. Recommended for those
coordinated, catches the brown sack unique characters and original, who've already experienced
and, not having the most discrimi- logical, often hilarious puzzles. Infocom’s interactive fiction.
nating taste, gleefully eats it. The For the first time, you’re more Expert: The ultimate challenge in
flat of the troll’s axe hits you on the than a passive reader. You can talk interactive fiction.
head… to the story, typing in full English
sentences. And the story talks Then find out what it’s like to
WELCOME TO ZORK I: THE get inside a story. Get one from
right back, communicating entirely
GREAT UNDERGROUND EMPIRE. Infocom. Because with Infocom’s
in vividly descriptive prose. What’s
It beckons you into a world fraught interactive fiction, there's room
more, you can actually shape the
with danger and discovery. Using for you on every disk.
story’s course of events through
all the cunning you can muster,
your choice of actions. And you
you’ll plunge far below the surface
have hundreds of alternatives at
of the earth in search of the
every step. In fact, there’s so
incomparable Treasures of Zork. 125 CambridgePark Drive., Cambridge, MA 02140
much you can see and do, your
But this is no mere treasure hunt.
adventure can last for weeks and Interactive Fiction is available for most personal
During your amazing journey, computers. Call us at 617-576-3190 for availability
even months.
you’ll come face to face with information.
To find the Infocom interactive Manufactured and Printed in USA
creatures so outlandish, they defy
story that’s right for you, just © 1984 Infocom, Inc.
description. And you’ll wander Warranty information enclosed.
choose any one marked with the ZORK is a registered trademark of Infocom, Inc.
through an underground domain so
level of difficulty listed below that
vast, it can offer you new sur-
best matches your current level of
prises no matter how many times
interactive skill.
you explore it.
Introductory: Best introduction
GET INSIDE A STORY.
to interactive fiction, with some
GET ONE FROM INFOCOM!
built-in hints. Written for everyone
It’s like waking up inside a story!
from age 9 up.
Load Infocom’s interactive fiction
into your computer and discover Standard: This is Infocom’s most
popular level of interactive fiction,
enjoyed by both first-time and
experienced players.

You might also like