If.yeu'w-plmyed lllfocom's iaterac­ TABLE OF CONTENTS SECTION I: Sample Transcript and Map >TAKE THE JEWELED tivo fialoA bsft.iic. yon sbauJd lead this Taken. entho lnSlnJClicJn tnanual. If you 're an ex­ ABOUT ZORKI This transcript is not from Zork, but it does perienCed lnfocom game player, you may Preface to the Story show mosl of the usual things you can do Section 1: About Zork 1 in the story. It contains several simple >WEST only want to read Section I: About Zork /. 1 Welcome to Zork You are about to puzzles and their solutions, and it will give Lumber Yard experience a classic interactive fantasy, set This is a huge room lined with metal Preface to the Story 3 you a gOod idea of how interacti ve fi ction in a magical un iverse. Th e Zork Trilogy is works. The player's sentences appear in shelves. There are exits to the east, set in the ruins of an ancient empire lyin g northeast, and west. Hints 3 capital letters after eac h prompt (> ). The fa r underground. You, a dauntless treasure­ map represents the terrai n in the sample There is a small cardboard box here. hunter, are venturing into this dangerous Piled on one of the shelves is a supply of 3 transcript. Sample Transcript and Map land in search of wealth and adventure. lumber. Because each part of the Zork saga is a About the Authors completely independent story, you can >TAKE THE BOX AND THE LUMBER pl ay them in any order. However, because small cardboard box: Taken. Section 11: About Infoc:om's Zork I is the le ast difficult, it is usually the supply of lumber: Your load is too heavy. Interactive Fiction. best place to begin. Many strange tales have been told of the >INVENTORY An Overview: Whal Is 5 fabulous treasure, exotic creatures, and You are carrying: a lamp (providing light) Interactive Fidion? diabolical puzzles in th e Great Under­ ground Empire. As an aspiring adventurer, a glass jar you will undoubtedly want to locate these The glass jar contains: Starting and Stopping 5 treas ures and deposit them in your troph y a quantity of pomegranate juice " 'Booting Up" case. You"d better equip yourself with a a jeweled monkey wrench • Saving and Restoring source of light (for the caverns are dark) adart gun • Quiring and Restarting and weapons (for some of the inhabitants a small cardboard box are unfriendly-especially the thief, a Communicating with 6 skilled pickpocket and ruthless opponent). >DROP THE DART GUN Infocom's Interactive Fiction Dropped. • Basic Sentences >APPLY THE BRAKES >TAKE THE LUMBER • Complex Sentences Hints The Frobozz Magic Go-Cart coasts to a Taken. • Talking to characters in the story IBM Version Only stop. Your version of Zork I includes hints >LOOK INSIDE THE BOX Special Commands 7 Moss-Lined Tunnel, in the Go-Cart right on the disk! If you ever get stuck, just The small cardboard bo ~ is closed. This is a long east-west tunnel whose walls type HINT and pre ss the RETURN (or 8 are covered with green and yellow mosses. Tips for Novices ENTER) key. Then follow the instructions >OPEN IT There is a jewel-studded monkey wrench Eleven useful pointers about on your screen. Opening the small cardboard box reveals a Interactive Fiction here. (outside the Go-Cart) bunch of two-inch nails. A bent and ru sted monkey wrench is lying here. (outside the Go-Cart) Common Complaints 9 >EXAMINE THE LUMBER >TAKE THE WRENCH It consists of two rectangular pieces of Running the Story 10 Which wrench do you mean, the jeweled wood, about ten feet long, and perhaps a monkey wrench or the rusty monkey on your Computer dozen shorter dowel-shaped pieces. wrench? 14 >WALK NORTHEAST Quick Reference Guide >JEWEL ED Foreman's Office The most Important things to You can't reach it from inside the Go-Cart. This is the office of the lumber yard know about foreman. The only exit is to the southwest. Iteractivo Fiction >WEST You're not going anywhere until you stand >SW up. Lumber Yard There is a dart gun here. >GET OUT OF THE GO-CART You are on your own feet again.

2 3 >WALK WEST >I Carpenty Shop About the Authors SECTION ll: Starting and Stopping Carpentry Shop You are carrying: A carpenter gnome is sitting here, twiddling Dave Lebling was born in Washington, ABOUT INFOCOM'S Starting the story: To load Zork, follow the You are in a room furnished with wooden a lamp (providing light) his thumbs. D. C., in a hospital that was tom down INTERACTIVE FICTION instructions in Lhe relevant section shelves, cabinets, mantels and moldings, a glass jar There is a glass jar here. soon thereafter. He grew up in suburban in the manual. all gracefully carved out of fine wood. An The glass jar contains: The glass jar contains: Maryland. He attended the MassachusetL< An Over.view: What Is Following the copyright notice and the array of precision adorn the walls. The a quantity of pomegranate juice a quantity of pomegranate juice. Institute of Technology, and worked at Interactive Fiction? release number of the game. you will see a only exit is south .... unless you want to a small cardboard box There is a small cardboard box here. MIT's Laboratory for Computer Science, Interactive fiction is a story in which you description of the place where the story count the opening in the roof. A carpenter where he developed an interest in com­ are the main character. Your own thinking begins. Then you will see the prompt (>), gnome is sitting here, twiddling his thumbs. >DROP ALL BUT THE LAMP Monster's Lair puter entertainments. He co-authored th e and imagination detennine the actions of indicating that Zork is ready for your first The Snow Monster, bellowing loudly, glass jar: Dropped. original mainframe Z.Ork as well as The th at character and guide the story from input. >U P small cardboard box: Dropped. blocks the eastern exit. Z.Ork Trilogy and Enchanter, and wrote start to fini sh. Here are a few inputs for you to try at The opening is too high to reach. Starcross, Suspect, Spellbreaker, and The Each work of interactive fiction, such as the first several prompts . After typing each >LOOK >SHOOT MONSTER Lurking Horror on his own . He is married the th ree Z.O rk games, presents you with a input, don' t forget to press the RETURN >GNOME, BUILD A LADDER Carpentry Shop What do you want to shoot the monster and lives in a suburb of Boston. His long­ series of locations, items, characters, and (or ENTER) key: "I'd be glad to, but not for free I" You are in a room furnished with wooden with ? range ambition is to have a library with events. You can interact with these ma shelves, cabinets, mantels and moldings, room enough for all his books to be taken variety of ways. >LOOK AT THE MAILBOX >GIVE THE JEWELED MONKEY all gracefully carved out of fine wood. An >DART GUN out of storage. His short range ambition is To move from place to place, type the >OPEN THE MAILBOX WRENCH TO THE GNOME array of precision tools adorn the walls. The The Snow Monster clutches at the dart, to keep the squirrels out of his birdseed. direction you want to go. When you be in >INVENTORY The gnome examines the jeweled monkey only exit is south .... unless you want to and then keels over. His body vanishes in a playing, it's a good idea to b.!come >LOOK AT THE HOUSE wrench carefully. "Thank you ," he exclaims, count the handsome wooden ladder cloud of acrid black smoke. Marc B lank, a graduate of MIT and the fami liar with your surroundings by ex­ adding it to his collection of tools. leading through a hole in the roof. Albert Einstein College of Medicine, is ploring every location and reading each Saving and resroring: It will probably A carpenter gnome is sitting here, twiddling >EAST one of tl1e original founders of Infocom. description carefully. (You may otice that take you many days to complete Zork. >GNOME, BUILD A LADDER his thumbs. Orange Grove He co-authored the original mainframe Zork occas1onally refers to a location as a Using tl1e SAVE command, you can "Oh, yes, your ladder. Unfortunately, I have There is a glass jar here. A path leads northeast through this small version of Zork at MIT, and went on to " room", even if you are outdoors.) As you continue at a later time without having to no lumber." The glass jar contains: grove of orange trees. A dark cave lies to become one of the pioneers in the field of explore the Empire, it is helpful to m.tke a start over from the beginning, just as you a quantity of pomegranate juice. the west. A sign is posted near the grove. interactive fi ction. At Infocom, he co­ map of the geogrnphy. can place a bookmark in a book you are >GIVE THE LUMBER TO THE GNOME There is a small cardboard box here. authored The Zork Tn/011y and Enchall/er, reading. SAVE puts a "snapshot" of your >READ THE SIGN An important element of interactive The gnome accepts the supply of lumber. and was sole author of Deadline. the first fiction is puzzle-solving. You should think place in the story onto another diskette. >UP "Warning I These are poisonous oranges, interactive mystery. Marc also wrote cf a locked door or a ferocious beast not as You may want to save your place before Monster's Lair not meant for human consumption. >GNOME, BUILD LADDER Border Zone, Infocom' s first tale 0f (or after) trying somethmg dangerous or This is the den of the dreaded Seven­ Farmer Bozbar" a permanent obstacle, but merely as a "Darn it! I'm fresh out of nails." intrigue. Marc now lives wtth his wife, tricky. Thai way, you can go back to that Headed Snow Monster of Snurth. It is quite puzzle to be tackled. Solving puzzles will Cezanne, and child, Puer, in Agua Dulce, >GIVE NAILS >EAT AN ORANGE frequently involve bringin a certain item position later, even if you have gotten lost chilly in here, and ice covers the floor and California. His mother still wishes tliat he (to the gnome) Aaarrrrrl.lt burns your tongue and your w ith you, and then using it in the proper or "killed" since then. walls. A ladder protrudes from a hole in the would practice medicine, preferably on the The gnome accepts the bunch of nails. ground, and sunlight comes from the cave throat! wuv. East Coast. entrance to the east. in Zork, time passes only in re~po n se to >GIVE THE LAMP TO THE GNOME The Snow Monster, bellowing loudly, ••• You have died ••• your input. You might imagine a clock that The gnome attempts to build a beautiful set blocks the eastern exit. ticks once for each sentence you type, and of kitchen cabinets out of the lamp. Finally, A forest sprite appears, looking concerned. the story progresses only at each tick. he gives up and hands it back to you . >DOWN.SOUTH.TAKE DART GUN. "You've done it again," says the sprite, with Nothing happens until you type a sentence and press tile RETURN (or ENTER) key, WEST .UP a mixture of sympathy and disgust. "I'll give ,o >GNOME, BUILD LADDER Carpentry Shop you only one more chance." She sprinkles you can pJan your tu rn s as slowly a:id The gnome grumbles but constructs a A carpenter gnome is sitting here, twiddling some fairy dust on you ... carefully as you wan t. To measure your progress , keeps handsome wooden ladder. He admires his his thumbs. Zork handiwork, and hands you the ladder. There is a glass jar here. Wooden Bridge track of your sco1e. You'll get points for The glass jar contains: There is a lamp here. solving puzzles, acquiring treasures, >PUT THE LADER THROUGH THE HOLE a quantity of pomegranate juice. performing certain actions. and visiting I don't know the word "fader". There is a small cardboard box here. >LOOK certain locations. You will also get points Wooden Bridge for putting treasu1e in to th e trophy cru.c. >OOPS LADDER Lumber Yard You are on a sturdy bridge leading north­ There may be a penalty for getting The ladder is now resting against the rim of There is a dart gun here. east to southwest. The river below flows "ki!led." the hole. quickly amongst pointy rocks. There is a Taken. lamp here. >U P You're carrying too much to climb a ladder.

4 s To save your place in the story, type Communicating with You can use multiple objects with You will meet other people and creatures >THE MAST Special Commands SAVE at the prompt (>), and then follow certain verbs if you separate them by the Infocom's Interactive Fiction as you play Zork. You can "talk" to some The rope is now tied to the mast. There are a)lum ber of one-word com­ the instructions for saving and restoring word AND or by a comma. Some ex­ In Zork, you type your sentence in plain of these beings by typing their name, then mands which you can type instead of a Some systems require a blank amples: a comma, then whatever you want them to English each time you see the prompt (>). or sentence. You can use them over and over diskette, initialized and Zork usually acts as if your sentence do. Here are some examples: >TAKE LAMP , JAR, FLUTE as needed. Some count as a tum, others do formatted, for saves. Using a di sk with begins "I want to .... ", although you >HIT THE NAIL WITH THE >DROP THE DAGGER, LANCE, AND not. Type the command after the prompt data on it (not counting other Zork saves) shouldn't actually type those words. You >GNOME, GIVE ME THE KEY Which nail do you mean, the shiny nail or MACE (>) and press the RETURN (or ENTER) may result in the loss of that data, depend­ can use words like "THE" if you want, and >TREE SPRITE, OPEN THE SECRET the rusty nail? >PUT THE GOLD BAR AND THE PEARL key. ing on your system. You .can save .your you can use capital letters if you want; DOOR position as often as you hke by usmg IN THE TROPHY CASE >JOEL, WAIT HERE Zork doesn't care either way. >SHINY AGAfN-Zork will usually respond as if additional blank disks. >WARLOCK, TAKE THE SPELL SCROLL The shiny nail is driven halfway into the When you have finished typing a you had repeated your previous sentence. You can restore a saved position any You can also use ALL. . . THEN FOLLOW ME piece of wood. sentence press the RETURN (or ENTER) Among the cases where AGAIN wi ll not time you want. To do so, type RESTORE key and Zork will then respond, telling you >MIKE, NORTH .GET THE BRAN at the prompt (> ), and follow the instruc­ >TAKE ALL MUFFIN.THROW IT ATTHE DWARF work is if you were just talking to another whether your request is possible at this Zork uses many words in its descriptions characte r. You can abbreviate AGAIN to G. tions in the relevant section. You can point in the story, and what happened as a >TAKE ALL THE BOOKS that it wi ll not recognize in your sentences. >TAKE ALL FROM THE DESK then continue the story from !he point result. Notice that in the last two examples, you For example, you might read, "Above you, >GIVE ALL BUT THE TO THE BRIEF-This tells Zork to give you the full where you used the SAVE command. You Zork recognizes your words by their first are giving more than one command to the moonlit clo ud s flit across the evening sky." NYMPH description of a location only the first time can type LOOK for a description of where six letters, and all subsequent letters are person on the same input line. . However, if Zork doesn' t recognize the >DROP ALL EXCEPT THE DART GUN you enter it. On subsequent visits, Zor~ you are. ignored. Therefore, CANDLE, CANDLEs, You can use quotes to answer a quesuon words SKY or CLOUDS in your input, you or say something "out loud." For example: wi ll tell you only the name of the locauon and CANDLEstick would all be treated as can assume that the sky and clouds are not and the objects present. This is how Zork Quitting and restarting: If you want to the same word by Zork. The word ALL refers to every visible object important to your completion of the story, If >SAY "H ELLO SAILOR" will normally act, unless you tell it start over from the beginning of the game, To move around, just type the desired except those inside something else. there except to provide you with a more vi~id type RESTART. (This is usually faster. than was an apple on the ground and an orange >ANSWER "A ZEBRA" otherwise using the VERBOSE or SUPER­ direction: NORTH, SOUTH, EAST, WEST, description of where you are or what 1s B RIEF commands. re-booting.) Just to make sure, Zork will NORTHEAST, NORTHWEST, SOUTH­ inside a cabinet, TAKE ALL would take the >INCANT "FROBOZZ FROBIZZLE" going on. Zork recognizes over 600 words, ask if you really want to start over. If you apple but ignore the orange. . EAST, and SOUTHWEST. You can nearly all th at you are hkely to use m your DIAGNOSE-Zork wi ll give you a medical do, type Y or YES. abbreviate these to N, S, E, W, NE , NW, You can include several sentences rn one Zork tries to guess what you really mean sentences. If Zork doesn ' t know a word 1f you want to stop playing, type QUIT. input line if you separate them by the word when you don't give enough information. repon of your physical condition. This is SE and SW respectively. You can use UP you used, or any of its common synonyms. particularly useful if you have just sur­ Once again, Zork will ask if this is really (or'U) and DOWN (or D). IN and OUT will THEN or by a period. (Note that each For example, if you say that you want to you are almost certainl y trying something what you want to do. sentence will still count as a tum.) You do something, but not what you want to do vived a dangerous battle or 1f you are also work in certain places. that is not important in continuing your under the effects of a magical spell. Remember when you RESTART or Zork understands many different kinds don't need a period at the end of the input it to or with, Zork will sometimes decide adventure. QUIT: if you want to be able to return to line. For example, you could type all of the that there was only one possible object that of sentences. Here are some examples. IBM users only your current position, you must first use (Note some of these objects do not actually following at once, before pressing the you could have meant. When it does so, it the SAVE command. appear in Zork.) RETURN (or ENTER) key: will tell you. For example: HINT-If you have difficulty while playing the game, and you can 't figure out what to >NORTH. READ THE BOOK. DROP IT >BURN THE KINDLING >WALK NORTH do, just type HINT. Then follow the THEN BURN IT WITH TORCH (with the torch) >DOWN instructi ons at the top of your sc reen to The kindling catches fire and is consumed. >NE read the hint of your choice. If doesn't understand one of the >GO SOUTH Zork sentences in your input line, or if some­ >LI or INVENTORY-Zork will list what you are thing unusual happens, it will ignore the >TAKE BOX carrying. You can abbreviate INVENTORY rest of your input line (see "Common >GIVE THE SWORD >PICK UP THE WOODEN BOX to I. Complaints"). (to the gnome) >DROP IT There are onl y two kinds of questions The gnome, a sworn pacifist, refuses to >PUSH BUTION LOOK-This tells Zork to describe your that understands: WHAT and WHERE. take it. >OPEN THE WOODEN DOOR Zork location in full detail. You can abbreviate Here are two examples that you can >EXAMINE THE SCUBA GEAR LOOK to L. actually try in the game: If your sentence is ambiguous, Zork will >LOOK BEHIND STATUE ask what you really meant. You can >LOOK UNDER THE ROCK OOPS-If you accidentally mistype a >WHAT IS A GRUE? answer most of these questions briefly by word, such that Zork doesn' t understand >LOOK INSIDE THE BUBBLING >WHERE IS THE ZORKMID? supplying the missing info rmation , rather CAULDRON the word, you can correct yourself on the than typing the entire input again. You can next line by typing OOPS and the correct >KILL THE BEAR WITH THE GUN do this only at the very next prompt. Some >SHOOT BEAR WITH LARGE RIFLE word. Suppose, fo r example, you typed examples: HIT THE TROLL WITH THE SORWD and were told "I don't know the word "sorwd ." >TIE THE ROPE You could type OOPS SWORD rather than What do you want to tie the rope to ? retyping the entire sentence. 6 7 QUIT-This lets you stop playing. If you WAIT-Thi s wil l cause time in the story to Tips for Novices 7. Un li ke other "adventure games" you Common Complaints pass. Normally, between turns, nothing You can't see any " ____" here! The want to save your position before quitting. 1. You may want to draw a map showing may have played, there are many possible happens in the story. You could leave your Zork wi ll compl ai n if you type a sentence item you referred to was not visible. It may follow the instructions in "Starting and each location and the directions connecting routes to the end of Zork. If you ge t stuck computer, take a nap, and return to the that confuses it completely. Zork will then be somewhere else, ins ide a closed Stopping" . You can abbreviate it to adjoining locations. When you find on one puzzle, move on to another. Some QUITtoO. game to find that nothing has changed. ignore the rest of the· input line. (Unusual container, and so on. yourself in a new locati on, make a note of puzzles have more than one sol ution; other events, such as being attacked, may also You can use WAIT to make time pass in the any interestin g objects there. Some puzzles don't need to be solved at all. cause Zork to ignore the rest of the The other object(s) that you mentioned RESTART-This stops the story and starts story without doing anything. For example, puzzles, such as the Maze in Zork / , are Sometimes you will have to solve one sentences you typed. since the event may Isn't (aren't) here. You referred to two or over from the beginning. if you encoun ter an alien being, you could almost impossible to solve without pu zzle in order to obtai n the item(s) or WAIT to see what it will do. Or, if you are have changed your situation drastically.) more items in the same sentence, and at completely mapping the area. There are 10 Some of Zork' s complaints: in a moving vehicle, you could WAIT to infonnation you need to solve another least one of them wasn't visible to you in RESTORE-This restores a game position possible directions (NORTH, SOUTH, pu zzle. see where it will go. You can abbreviate your present location. made usi ng th ~ SAVE command. See EAST, WEST, NORTHEAST, NORTH­ I don't know the word " ". The "Starting and Stopping" for more details. WAITtoZ. WEST, SOUTHEAST, SOUTHWEST, UP , 8. You may find it helpful to go thro ugh word you typed is not in the game's You can't go that way. There was no Zork with another person. Different people vocabul ary. Sometimes usi ng a synonym passage or exit in the direction you tried to SAVE-This makes a "snapshot" of your and DOWN ) plus IN and OUT. Drawing a map isn't essenti al in Zork, but you might may find different puzzles easy and can or reJlhrasing will help. If not, Zork move. current game position onto your storage probably doesn't know the idea you were diskette. You can return to a saved position find it useful. l often complement each other. tryi ng to·get across. You can't use multiple (ln)dlrect objects in the future using the RESTORE com­ 2. EXAMINE all objects you come across in IBM users only with H ". You can refer to mand. See "Starting and Stopping" for You used the word " " In a several item s at the same time only with more details. the story. J 9. If you really have difficulty, you c&n type HINT. The screen will then show yo u way that I don't understand. Zork knows certain verbs. Among the more useful of 3. If you find an object that you think you a list of questions to which you can ge t the word you typed, but couldn 't use it in these verbs are TAKE , DROP, and PUT. SCORE-Zork will show your current that sense. Usuall y this is because Zork This restriction also applies to the use of score and the number of turns you have can use, TAKE IT. Some objects wi ll help answers. (Si mply follow the directions at you solve some of the puzzles. the top of your screen to see the hi nt of knows the word as a different part of ALL, as in DROP ALL. For example, taken. lt will also tell you your rank, which speech. For example, if you typed PRESS ATTACK will not work with multiple is based on your score. your choice.) You don 't need to use the 4. Save your place often. That way, if you hints to enjoy the story, but it will make THE LOWER BUTTON, you are using objects; you couldn 't say ATTAC K ALL or mess up or get "ki lled," you won't have to solv ing the puzzles easier. LOWER as an adjective, but Zork might ATTACK THE WARLOCK AND THE SCRIPT-This command tells your printer ENCHANTER. to begin making a transcript of the story as start over from the beginning. ~WE~O.ftt~RB'1)gMas a verb, as in you play. A transcript may aid your I 0. Read the sample transcript to memory but is not necessary to play the 5. Read the story carefull y! There are often get a feel fo r how lnfocom's interactive That sentence isn't one I recognize. The There was no verb In that sentence! sentence you typed may have been game. It will work only on certain comput­ clues in the descriptions of locations and fiction works. Unless you are answering a question, each gibberish, such as GIVE TROLL WITH ers; read the relevant secnion. objects. 11 . You can word a command in many sentence must have a verb (or a command) SWORD. Or, you may have typed a in it somewhere. reasonable sentence but used a syntax that SUPERBRIEF-This commands Zork to 6. Try everything you can think of - even different ways. For example, if you wanted Zork does not recognize, such as.SMELL display only the name of a place you have strange or dangerous actions may provide to take a blue jacket, you could type in any There seems to be a noun missing In UNDER THE ROCK. Try rephrasing the entered, even if you have never been there clues, and might prove to be fun! You can of the following: that sentence! This usually means that sentence. before. In this mode, Zork will not even always save your posi tion first if you wan t. Here's a silly example: >GET JACKET your sentence was incomplete, such as mention which objects are present. Of EAT THE BLUE . course, you can always get a description of >TA KE THE JAC KET >PUT ON THE GREEN CA LICO HAT >PIC K UP THE BLUE JACKET your location, and the items there, by There were too many nouns in that typing LOOK. In SUPER BRIEF mode, the The munchkins giggle, but remain uncon­ l vinced that you're a witch. If yo u type in a command that Zork doesn't sentence. An example is PUT THE SOUP blank line between turns will be elimi­ IN THE BOWL WITH THE LADLE, which nated. Th is mode is meant for adventurers understand, try rephrasing the command or You've just learned there is something using synonyms. If Zork still doesn't has three noun .. phrases," one more than who are already very fami liar with the Zork can digest in a single action. geography. Also see VERBOSE and which might convi nce the munchkins that understand your command, you are almost BRIEF. you're a witch. They might even give you certainly trying something that is not their enchanted broom. Perhaps if you put important in continuing your adventure. I beg your pardon? You pressed the on thar blue calico dress you saw earlier in RETURN (or ENTER) key without typing UNSCRIPT-This commands your printer anything. to stop making a transcript. the game ... It's too dark to see. In the story, there was VERBOSE-This tells Zork that you want not enough light to perform your action. a complete description of each location, and the objects in it, every time yo u enter a location, even if you've been there before. I don't see what you are referring to. Also see BRIEF and SUPERBRIEF. You used HIM , HER or IT, but Zork isn't sure what person or object ·you meant. 8 9 Running the Story on Your Computer ATARI ST SA YING/RESTORING A STORY POSITION The following keys arc useful for editing items in the file selection This tells you how to run your Infocom story on your computer, and Turn on your Atari ST and wait for the desktop lO appear. Insert the You can save your current story position to any disk in any drive, box: provides a few other handy bilS of infonnation. story disk and open the cli sk window. Click once with the mouse on the space pennitting. No other data on the save disk will be affected. You - up and down cursor keys - select ilem lO ediL program (.PRG) icon to select i~ then choose OPEN from the File menu. must use a previously fonnaued save disk. - left and right cwsor keys - position cursor within item. WHAT YOU NEED A standard sho rtcut is to double-click on the program icon. - backspace and deleie keys - erase the character before or afier the IBM PC cursor. IBM PC AND COMPATIBLES COMMODORE AMI GA I. Type: SAVE . A message will appear similar lO this: - ESC key - erase the whole i1em. Required - computer running MS-DOS (version 2.0 or higher) Turn on the Amiga and wait for the to appear. Insert the Enter save file name. (Default is A:STORY.SAV): 192 kbytes of RAM slOry disk and open the disk window, then double-click on the story icon. 2. Enter a new file name (legal DOS please) or use the default provided. Restoring a Saved Story Position blank disk or hard disk (for your play disk) The slOry can also be slarted from within the Command Line You may also specify a new default drive along with the file name. If To return to a previously saved story position, type RESTORE at the Optional - primer (for SCRlPTing) lnierpreier (CU ). If the default drive and diroclOry arc not the same as the blank fonnaued disk (for SA VEs) no drive is specified in the default message, and you don't specify one, prompt(>). A standard dialog box will appear, showing a list of your slOries, they must be changed with the "CD" command (for example, CD saved positions on the indicarcd disk. If there are more save files on the ATARI ST the Save will be made to the drive you are currently using. If you want dfl:) Then type in the slOry name. disk than wilJ fit in the window, the scroll bar becomes active. If you want Required - Atari ST series computer to use the default just press . lO reslOre from a different disk, change disks as described in Section on Optional - blank 3.S" disks (for SAVEs) compatible prinler (for TALKING TO THE STORY When the save is finished the story will respond with a message such SAVING. Click once over the name of the position you want to restore. SCRrrTing) as COMPLETED. If it responds with FAfLED, consult the Whenever you see the (>) prompt, the story is waiting for you to cnler lhcn click on the OK button, or press the RETURN key. If you want to COMMODORE AMI GA Troubleshooting section. a command. If you make a mistake use the backspace key to erase the cancel the restore operation, click on the CANCEL button. Required - Amiga computer Initial default file name (the one displayed the first time you type error. After you have typed your command. press . The story Optional - 256 K memory expansion cartridge (for faster execution) SAVE) is always "STORY".SA V. Whenever you enier a new file will respond and the prompt(>) will reappear. COMMODORE AMIGA extra 3.5" double-sided disks (for SAVEs) name, it becomes your default if the SAVE succeeds. For your If a description will not not fit on the screen all at once, [MORE] will 1. Type SAVE at the prompt(>). A message will appear asking you to compatible prinier (for SCRlPTing) convenience, SA VE and RESTORE share the same defaults. appear at the bottom of the screen. Aflcr reading the screen, press any key choose a name for the save file. ATARI ST MAKING A BACKUP COPY to see the rest of the description. 2. If you want lO SA VE lO the story disk itself, just enler a file name and Using a Single Drive press RETURN. We recommend that you make a backup copy of the original story disk Type SAVE at the prompt (>). The standard Atari ST dialog box for THE STATUS LINE 3. If you want lO SA VE to another disk, you must prefix the file name for your personal use. Sec your hardware manual for instructions on how selecting files will be displayed. The direclOry in which your save will be with either the name of the second disk (e.g., Saves:) or the name of to make disk copies. Put the original away in a saf'e place and always use At the top of the screen is an area reserved for the status line. This area slOn:d (including drive identifier) appears near the top of the box. the drive containing it (e.g., dfO:). The prefix is needed even if the two the copy as your regular play disk. is used to display your present location in the story and it is updated after If you want lO SAVE lO the story disk itself, simply choose a file disks were swapped using a single drive. If the save succeeds, the pref~ each move. The status line may also display (depending on the game) name under which to save your position and type it into the selec tion area. LOADING THE STORY various other types of infonnation including score, I.Ota.I moves, time, or becomes the default prefix, and need not be typed again for the next It is not necessary lO type •.SA V" after the name, this is added save. IBMPC character auributes. automatically. One Drive or Two Drive System To use a different save disk, remove the story clisk from the drive and The disk drive will spin for several seconds. If all is well, the story will I. Insert the play disk (lhis is the disk you made in the previous section) SCRIPTING insert the new disk. Hv1PORTANT: You must click with the mouse on the respond: in drive A or your only clriv~) and turn on the computer. You can use the SCRIPT command to print out a transcript of your shaded "title bar" area of the inner direclOry window lO display the direclDry OK 2. Press twice or until you are at the DOS drive prompt(>). moves in the story. The SCRIPT function is an optional feature which is of the new disk. If it responds: 3. Type in the title of your slOry (for example WRK) ot the first eight not necessary to complete the story and may not be available with certain After typing in the fil e name, click on the OK buuon, or press the FAILED letters of it. Do noL include spaces between two word titles (e.g .. hardware. The transcript can be started at any point during the game. RETURN key. If you want to cancel the save operation, click on the consult the Troubleshooting section. After saving your position, you may HlTCHHIKER'S GUIDE TO TIIE GALAXY would be HlTCHHIK). CANCEL button . The disk drive will spin for several seconds , and if all is continue with the story. At this point you might also want to use one or more of the optional Scripting Procedure well, the slOry will eventually respond: NOTE: The file "Icon.Data" is used to create icons for new save files. If command line switches (see section on Command Options - switches) Check lO see if your printer·is ready and has papa, then type: SCRIPT OK you delete this file, new save files will not have visible icons. that are available. . A message will appear asking you whether you would like If it responds: 4. Press . In o few moments the story will begin. If il fails to SCRIPT to a printer or to a file. lf Y.OU want to use a printer just press FAfLED Restoring a Saved Story Position to appear consult the Troubleshooting section. . consult the Troubleshooting section. After saving your story position, you You can return to a previously saved story position at any time. Type Hard-Drive System IBM PC ONLY - To save the transcript lO a disk file, enier a legal DOS may continue the story. RESTORE at the prompt(>). The most recently saved or restored position I. Tum on the computer. file name and press . Remember, there is no output to the will be displayed as the default Then enter the name of a save file, as in 2. Connect to the diroclOry inlO which you copied the files from the printer when you elect to write the ttanscript to a disk. file. Using Multiple Drives Section on SA VfNG. original story disk. COMMODORE AMIGA ONLY - If a problem occurs with the If your save disk is in a different drive from the story disk, the save If you want to return to the default position, you can just press the 3. Type in the title of the story (e.g., WRK) or the first eight letters of prinier, the story will "timeout" (appear lO hang) for 30 seconds or so, procedure is identical to usi ng a single drive except that you must identify RETURN key. it Do not include spaces between two word titles then a prinler error message will appear. If you don't correct the problem the second drive by changing the directory specification (the line near the (e.g.,HJTCHHIKER'S GUIDE TO TIIE GALAXY would be before the 30 seconds are up, scripting is automatically cancelled. lOp of the dialog box). When the dialog box appears, edit the direclDry HITCHHIK). At this point you might also want to use one or more of To slOp the transcript type UNSCRIPT. specification so that the drive letter corresponds to the drive containing the command line switches that are available. your save disk. IMPORT ANT: You must click with the mouse anywhere 4. Press fNSIDE the inner diroctory window lO display the direclOry of the save disk. 10 11 Other Switches TROUBLESHOOTING 2. "DISK FAILED" or "DISK READ ERROR." This reply indicateS /p ·If SCRIPTing to lhe prinler isn't working well, type UNSCRIPT, If lhe story rails to load properly, or SAVFJRESTORE or SCRIPT rails, cilher hardware 1rouble or disk damage. Repeat lhe SVERIFY process SA VE your position, and quit lhe story. Then reload lhe story using lhe /p check each of the following items. several times. Also try $VERIFY on another computer. If lhe story ever replies "DIS K CORRECT", !he data is intact. If you repealedly switch and try SCRIPTing again. IB M PC get an internal error message on more than one computer, the disk has I. Make sure all connections on your computer are plugged in, coMected most likely been damaged. properly, and that all power switches are turned on. 2. Make sure all disks are inserted correctly and that all drive doors are COMMODORE AMIGA closed. 1. Inspect all disks carefolly for any visible damage. 3. lnsoect all disks for any visible damage. 2. For SA VEs, make sure lhe save disk is not write-protected (lhe small /f • Disables the UNDO feature in stories lhat use iL This switch is 4. For SAVE problems, make sure tl1e Save disk is not write-protected. opening in lhe comer or !he.disk should be covered). useful on machines with 256 kbytes or less of memory in the sense that it Also, make sure lhe disk has enough room for a Save file (approx. 35k 3. For SCRIPTing, make sure lhe printer is connected properly, enabled frees some memory (but disables a usefol feature) !hereby giving you per Save) and lhat it has been formaued properly. As a last resort, try a for printing, not out of paper etc. some~hat faster game play. The UNDO feature is automatically disabled if different dJsk. 4. Try again; lhc problem may only be momentary. there 1s not enough memory to support it. Machines with more than 256k will have enough memory to load lhe entire game wilh the UNDO feature in which the speedup is negligible. ' You can check to see if your game is damaged by using lhe $VERIFY If the story produces an error message, run lhe following procedure: case Command. RcsUtrt tl1C story. When lhe initial screen appears, type $VERIFY and fk - allows you to specify how much' memory the story can use in kbytes. (e.g., /kl28) Normally it uses as much as it can gel This switch Type: SVERIFY at lhe story prompt(>) and press . If press lhe RETIJRN key. The disk drive will spin for a minute or so, and a your story is currently rrozen (ie. you are unable to type from the message similnr lo one of lhe following will appear. might be useful if you think that lhe story is affecting or being affected by other memory resident programs that you have loaded. keyboard) you will have to reboot !he rusk, restart lhe story, and then lYfoC 1. "DISK CORRECT." The disk has not been damaged; lhe data is $VERIFY. iniacL This may indicate a problem with your hardware (usually with COLOUR DISPLAY - ATARI ST ONLY After you successfolly issue the $VERIFY command lh: disk will s~ in lhe disk drive). It is also possible the story contains a bug. If used for approximately a minuLc and then a message, similar to one of titc 2. '-DISK FAILED" or "DISK READ ERROR." This reply indicates you are using a colour monitor, you can change the colours in following will appear: either hardware 1rouble or ctisk da'llagc. Repeat ll!e SVERIFY process lhe display. At t11C prompt(>), hold down lhe SHIFT key and use lhe four GOOD · The disk has not been damaged and lhe data is inlacL If you are several times. Also try lhe $VERIFY process on another compui.r. If cursor keys to cycle through the available combinations. having problems, they are most likely hardware related. It is also possible the story ever replies "DISK CORRECT," lhe problem is in your If you are using a monochrome monitor, you can reverse the video in lhal tl1ere is a bug in lhe prognl.'n. hardware. If you rcpeatedly get an error message on more than one the same way. NO GOOD • This indica LC s lhal the dnla on lhe disk is damaged. Repeat complller, the disk h3S most Iil:ely been damag . the $VERIFY procedure several times. If possible, repeal lhe SVERiFY AMIGA PREFERENCES - AMIGA ONLY procedure on another computer. If lhe game ever replies positively, ti10 da , COMMAND OPTIONS (switches) • IBM PC ONLY Several aspects of lhe story presentation can be changed using the is intact and you must look elsewncre for any problems )'OU axe You mny issue command options, by using switches, when you lo3d Amiga Preferenoes , including text size (60 or 80 columns) and colour. encountering. I.he story. The swilches allow you to tell the story extra infonnation cl>out The size can be changed only before lhe story is started. Yau also me All disk and prinLCr errors arc handled wiL'lln lhc story. if you the hardware you are using and how you want lhe story to be displayed on Preferences to speciry your type of printer and lhe port to which it is encoumer an error mes.<;age yoa will be given the option to A (abort) or R your computer's screen. connected. The Amiga supports both parallel and serial devices. (retry). In most cases choosing Abort will not lhrow you out of lhe game Switches are entered at the same time and on the same line as the story and cause you to lose your position. However. if you get an error message title when you load the story. They are all entered in the fomi"title" I MEMORY USAGE AND MULi-TASKING when lhe game is either Restoring or reading information rrom lhe disk. (a command (e.g. HITCHHIK/r ) wilh a space between lhe story -AMIGAONLY probable indicauon of a damaged disk} choosing Abort will tltrow you title and lhe /. On a multi-iasking computer such as lhe Amiga, iasks must share the back into DOS. In th is case consult the section on Troubleshooting. Here is a list of switches which you may use. available memory. Some laSks may require that a certain amount of free memory be available al all times. Also, actions like opening, resizing and ATARI ST Di.,;piay Switches hiding windows can temporarily require large amounts or memory. I. Inspect all disks carefolly for any visible damage. In most cases, your story will be displayed in the most efficient and When lhe Infocom story loods, it will always leave a specified amount 2. For SCRIPTing, make sure tl1e prinLCr is connected properly, enablod aesthetic manner pos.iblc. However, because of numerous types of hardware of memory free. The default minimum amount is 64 Kbytes. This can be for printing, not out out of paper, etc. configuratioos and lhe difrerent graphics characteristics of each stocy plus changed by starting lhe story from lhe CL! wilh a special argument of lhe 3. Try again: the problem may on1y be only momcmary. your own wants in terms of how the story display should look, you might try the following options: form "Fin ." where n is the new minimum nwnber of bytes to leave free If you continue to experience problems, follow this procedure. /c - selects colour output provided colour compatibility and a colour (for example, Zork. F/32000). If you supply an argurnen~ memory use Reboot lhe diskette. When lhe initial screen is displayed, type SVER!FY monitor are available. The /c switch also allows you to select foreground statistics will be displayed when lhe story loads. at the prompt. The disk drive will spin for a minute or less and one of lhe and background colours after the switch (e.g., /c71 gives while on bl ue, You may need to increase the amount of free memory if, for example, following messages will appear. which is lhe default). Refer to lhe sysLCm documentation for numbers to you are running several taslcs and switching between them fails or causes I. "DISK CORRECT." The disk.has not been damaged and lhc data is use. lhe system to hang. On the olher hand, you can probably decrease rree intact. The problem may be with your hardware, probably lhe disk /m - prohibits colour input This is the default on machines without memory if you are running only the story. lbis may reduce or eliminate drive. It is also possible the program coolains a bug. colour capability. disk activity on vasions of the Amiga with limited memory. 13 Quick Reference Guide 3. Important! Aftertyping your sentence or NOW THE ONLY LIMIT IS YOUR IMAGINATION The object of Zork I is to fi nd the treasures command you must press the RETURN (or lnFOCOll\ of the Great Underground Empire and put ENTER) key before Zork wi ll respond. --FROM-- them in your trophy case. 4. On most computers, your screen will Classic lnfocom Interactive fiction is back - at an irresistable price. I . To start ihe story ("boot up"), see the have a special line called the "Status Line. " MASTERTRONiC relevant section. It tell s you the name of your current location, your score, and the number of HITCHHIKER'S GUIDE TO THE GALAXY - Written by Douglas Adams, the author of the radio series, book and 2. When you see the prompt (>) on your turns you have taken. TV series of the same name, this is the most mind-bogglingly hilarious game ever produced by lnfocom. Mr screen. 'Zork is waiting for your input. Adams wrote new material and designed problems specially for this interactive story, which follows the plot of the There are fo ur kinds of sentences or 5. You can pick up and carry many of the commands that Zork understands: items you' ll fi nd in the story. For example, original (with one or two deviations I). As the story begins, you are Arthur Dent, and a bulldozer is about to levef if you type TAKE THE NECKLACE, you your house. Grab a pint of bitter and join Ford Prefect, Trillian, Zaphod Beeblebrox and Marvin The Paranoid A. Direction commands: To move from will be carrying it. Type INVENTORY to Android on a cosmic jaunt into the regions where anything can - and does - happen. And don't forget your towel! place to place just type the direction you find out what you have. want to go: N, E, S , W, NE , SE, NW, SW, UP , DOWN, IN , OUT. 6. When you want to stop, save your place PLANETFALL- 'Join the Patrol and see the Galaxy'. You took the poster's advice and marched into the for later, or start over, read the "Starting recruitment station near your home on the backwater planet of Gallium. PLANETFALL teleports you 100 B. Actions: Just type whatever you want to and Stopping" section . centuries into the future, onto a Stellar Patrol ship where your rank is Ensign 7th class - about as low as you can do. Some examples: READ THE BOOK, go. But then the ship explodes, and you are jettisoned onto a world plagued by floods, pestilence and a mutant 7. If you have trouble, refer to the specific OPEN THE DOOR, LOOK THROUGH THE Wild Kingdom . Luckily, you are accompanied by Floyd the mischievous robot - who might help you find the WINDOW. Once you' re familiar with section of the manual for more detailed simple commands, you' ll want to use more instructions. secret to saving it... complex ones as described in "Communi­ cating with lnfocom 's Interactive Fiction". WISHBRINGER - A postal clerk in the seaside village of Festerton, you set out to deliver an envelope to Ye Olde C. Commands given to people: To talk to Magick Shoppe. Familiarity reigns until an old woman in the shop persuades you to help find her kidnapped cat. characters in the game, type their name, Then your world takes on the dimensions of a nightmare, where trolls guard bridges, goldfish become piranhas, then a comma, then what you want to say vultures spy on you, ghosts haunt the cemetery and your little post office becomes a fortress-like tower. You'll to them. For example: TROLL, GIVE ME want to use The Wishbringer, a magical stone embued with wishes, again and again as you confront unusual THE AXE or OLD MAN , GO NORTH. creatures - and finally, The Evil One. D. Special one-word .commands such as INVENTORY or DIAGNOSE. A list of LEATHER GODESSES OF PHOBOS - A hilarious spool of 1930s pulp science fiction , you're kidnapped by the these appears in the "Special Commands" evil Leather Godesses. They take you back to Phobos as an experimental subject, while preparations continue section . to tum earth into their private pleasure playground. Playing the role of a male or female, you'll embark on a bawdy, rousing and very amusing romp across the solar system. With three 'naughtiness levels', the game will please everyone - from the lewd to the crude.

AVAILABLE ON: PC, Amlga and ST £9.99 (PC versions contain both 5.25" and 3.5" disks)

n~COll\ ·--FROM-- MASTERTRONiC For Further Information pleu• contact: O ACTI VISION 15190 CUSTOW:R SERVICES, VIRGIN MASTERTRONIC LID, 16 PORTLAND ROAD, LONDON W11 2LA TEL: 071-727-8070 ®VIRGIN MASTERT RONJC LTD 1990 14 The faint-of-heart need not apply! As for the dauntless, prepare to encounter the unknown. The long-abandoned Great Underground Empire - a fantastic realm of magic and mystery - is yours for the exploring. Abandoned, yes - but the Empire is not totally uninhabited. Still lurking in its crags and crevices are numerous creatures with whom you must match wits, skill and bravery - a thief, a troll and other troglodytes of equal ill repute. Your survival depends on how successfully you vie with these denziens and solve the subterranean world's manifold puzzles.But before you can truly emerge victorious from the cavernous quarters of Zork, you must collect its many priceless treasures and safely bear them to daylight. Courage, cunning and logic.You will need them all to triumph. The Great Underground Empire awaits.We dare you to enter it !