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-
- ZORK HELP FILE.
- ================
- Welcome to ZORK.
- Until you've entered the world of ZORK you've never truly adventured underground.
-
- Both ZORK I and ZORK II are designed so that you'll experience their
- challenges in the most realistic sense. You can communicate in
- complete sentences rather than two-word commands with the largest
- vocabulary and widest range of command options in the genre.
- Because ZORK's mysteries are the most intricate you'll ever encounter,
- it will take all your intellectual abilities to survive and emerge
- victorious from the underground. And because the challenges change
- with every move you make, each time you re-enter ZORK you'll face new
- intrigues.
-
- ZORK I: The Great Underground Empire confronts you with perils and
- predicaments ranging from the mystical to the macabre, as you strive
- to discover the Twenty Treasures of ZORK and escape with them and
- your life!
-
- ZORK II: The Wizard of Frobozz takes you into new depths of the
- subterranean realm. There you'll meet the Wizard, who will attempt
- to confound your quest with his capricious powers.
-
- LOADING ZORK
- To load ZORK follow the instructions on your Reference Card.
-
- The copyright notice and the serial number will appear, followed
- by a description of the starting location of the game.
-
- WEST OF HOUSE
- YOU ARE STANDING IN AN OPEN FIELD WEST OF A WHITE HOUSE,
- WITH A BOARDED FRONT DOOR. THERE IS A SMALL MAILBOX HERE.
-
- Whenever you see the prompt (>), ZORK is waiting for you to type
- in your instructions. When you have finished typing in your
- instructions, press the RETURN key. ZORK will respond and then
- the prompt (>) will reappear. Next to the prompt (>), try typing
- the following.
- OPEN THE MAILBOX
- and press the RETURN key. ZORK responds with this:
- OPENING THE MAILBOX REVEALS A LEAFLET.
- You may respond to ZORK by typing:
- READ THE LEAFLET
- and press the RETURN key. ZORK cooperates and tells you:
- (TAKEN)
- WELCOME TO ZORK
- ZORK IS A GAME OF ADVENTURE, DANGER, AND LOW CUNNING. IN IT YOU WILL
- EXPLORE SOME OF THE MOST AMAZING TERRITORY EVER SEEN BY MORTALS.
- NO COMPUTER SHOULD BE WITHOUT ONE!
- Read the RULES AND STRATEGIES section for further directions and hints.
-
-
- TALKING TO ZORK
- When you play a ZORK game, you talk to ZORK in plain English, typing
- iÓ alÏ youÚ requestÛ oÓ youÚ keyboar‰ wheÓ yoı se th prompÙ çä(>).
- (ZORK allows you to abbreviate some words, though, because you use
- them often.) When you have finished typing a line, press the
- RETURN key and ZORK will digest your request.
-
- ZORK usually acts as though your sentence begins with "I want to ....",
- although you should not type them explicitly. ZORK then displays a
- response that tells you whether what you want to do is possible in the
- current situation, and if it is, whether anything interesting happens
- as a result.
-
- All words you type are distinguished by their first six letters and
- all subsequent letters are ignored. For example, typing OPEN THE
- ENCYCLOPEDIA is equivalent to typing OPEN THE ENCYCL. or better still,
- OPEN THE BOOK.
-
- ZORK "understands" many different types of sentences. A sentence
- must contain a verb and usually an object. Some examples:
- TAKE THE GOLD. DROP GOLD. PICK UP GOLD. PUT DOWN THE GOLD.
- GO NORTH. NORTH. WALK NORTH. N. WALK AROUND THE HOUSE.
- PUSH BUTTON. PUSH THE RED BUTTON. OPEN WOODEN DOOR.
- LOOK AT THE WALL. LOOK UNDER ROCK. LOOK BEHIND CURTAIN.
- LOOK IN BAG. READ A BOOK. READ ALL OF THE BOOKS.
- DROP ALL. TAKE ALL. DROP ALL BUT THE KNIFE.
-
- You must separate multiple objects of a verb by the word AND or a
- comma. For example:
- TAKE ALL BUT THE KNIFE AND THE LAMP.
- PUT THE GOLD AND JEWELS IN THE TROPHY CASE.
- THROW THE NEWSPAPER, THE RED BOOK, AND THE MAGAZINE IN THE CHASM.
-
- You can include several sentences in one input line if you separate
- them by the word THEN or a period. You don't need to type a period
- at the end of an input line. For example:
- TAKE BOOK. N. DROP BOOK AND CANDLE.
- TAKE THE BOOK THEN N. DROP BOOK AND CANDLE
-
- There are only two kinds of questions that ZORK understands; WHAT
- and WHERE. For example:
- WHERE IS THE GOLD?
- WHAT IS A GRUE?
-
- ZORK tries to be clever about what you really mean when you don't
- give enough information. If you say that you want to do somrthing,
- but you don't say what to do it with or to, ZORK will sometimes
- decide that there was only one possible object you could have meant.
- When it does so, it will tell you by displaying, for example,
- (WITH THE ROPE). If your sentence is ambiguous, ZORK will ask what
- you really meant. Most such questions (for example, WITH WHAT?)
- can be answered briefly (for example, ROPE).
-
- ZORK uses many more words than it "understands". ZORK's vocabulary
- consists of several hundred words which are nearly all you are
- likely to use when conversing with ZORK. However, ZORK's responses
- may tend toward "purple prose" at times, and ZORK will display
- English descriptions that it couldn't possibly analyse. Indeed,
- ZORK's response may refer to something to which you cannot referä(perhaps to your dismay). In that case, it is not essential to
- the story, and appears in ZORK's response only to enhance your
- mental imagery.
-
- Completely mystifying sentences will cause ZORK to complain in one
- way or another. After making the complaint, ZORK will ignore the
- rest of the input line. Unusual events, such as being attacked,
- will also make ZORK ignore the rest of the sentences you typed,
- since the event may have changed your situation drastically.
-
-
- RULES AND STRATEGIES
- ZORK I:
- THE GREAT UNDERGROUND EMPIRE
-
- In ZORK I, you are near a great underground labyrinth which is
- reputed to contain vast quantities of treasure. No doubt you
- wish to acquire some of it. In order to receive full credit for
- treasure, you must deposit it safely in the trophy case.
-
- In addition to treasure, the labyrinth contains various objects
- which may or may not be useful in your attempts to acquire the
- treasure; you may need sources of light, since caves are often
- dark and weapons, since dungeons often have unfriendly beings
- wandering about in them. Reading material is scattered around
- as well; you might even find some of it useful.
-
- Beware of the thief! He is a dastardly anti-social type and a
- skilled pickpocket. Watch out for your valuable possessions
- when he is near.
-
- To measure your success, ZORK keeps track of your score. You
- receive points for finding treasure, for securing it in the
- trophy case, for performing certain actions and for visiting
- certain places. There is a penalty for getting yourself killed.
-
- In this story time passes only in response to your input. You
- might imagine a giant clock that ticks once per move and the
- story progresses only at each tick. Nothing happens in the story
- while you are thinking and planning your next move, so you can
- plan your moves slowly and carefully if you so choose.
-
- CONCEPTS FOR EXPLORING
- Some things that you can do with objects in the story are not
- immediately obvious.
-
- CONTAINMENT: Some objects, called containers, can contain other
- objects. Some containers can be opened or closed and some are
- always open. Some are transparent and some are not. Most
- containers have a limited capacity and all objects have sizes, so
- that it is possible to fill up containers. Similarly, some objects
- have surfaces on which other objects can be placed.
-
- FIGHTING: Characters in the story, as a rule, fight back when
- attacked. They may, in some cases, attack you unprovoked. Some
- of these beings are stronger than others; it might be advisable
- to wait awhile before tackling them. Coming off second-best in aäfight may leave you somewhat the worse for wear; you might want to
- ask ZORK to diagnose your physical condition.
-
- VEHICLES: There are objects in the story that have the ability to
- transport you to mysterious regions that are inaccessible on foot.
- Needless to say, you face a great personal peril in venturing into
- such regions.
-
- DIRECTIONS: The passages connecting rooms in The Great Underground
- Empire sometimes twist and turn unpredictably. You cannot always
- expect that, after going north, you can return to where you started
- by going south.
-
-
- COMMANDS FOR EXPLORING
-
- The best way to move from place to place is to type the direction you
- want to go. Acceptable directions are NORTH or N, SOUTH or S, EAST
- or E, WEST or W, NE, NW, SE, SW (or NORTHEAST, NORTHWEST, SOUTHEAST
- or SOUTHWEST respectively), and also U or UP, and D or DOWN.
-
- When you enter a particular place (ZORK calls any kind of place a
- "room") for the first time, ZORK usually displays the name of the
- room, a description of it, and then descriptions of any interesting
- objects in the room with which you might want to interact. When
- you return to a room, ZORK normally displays just the name of the
- room and the names of the objects in it.
-
- The VERBOSE command tells ZORK to show the descriptions of rooms and
- objects every time you go there, not just the first time. The BRIEF
- command tells ZORK to fully describe only newly encountered rooms
- and objects, as it did initially. For moving through areas you
- already know well, the SUPERBRIEF command tells ZORK to show only
- the name of the room (even on your first visit there), and not
- even to mention the objects in the room. You can always get a
- description of the room you are in and the objects in it by typing
- LOOK (or the abbreviation L).
-
-
- SUGGESTIONS FOR MORE SUCCESSFUL ZORK PLAYING
-
- It is essential that you draw a map. Some of the problems in the
- game (the Maze in ZORK I, for example), cannot be solved without
- mapping. Remember that there are 10 possible directions. In
- certain circumstances ENTER, EXIT (or IN, OUT) apply.
-
- Read everything carefully. There are clues in some of the
- descriptions, labels, engravings, and books, etc.
-
- Most objects in the game which can be taken are important, either
- as treasures or for solving problems. Sometimes treasures are
- also needed to solve problems.
-
- Unlike other games with which you may be familiar, there are many
- possible routes to the successful completion of ZORK. There is
- no "correct" order for solving problems. Some problems have more
- than one solution, or don't need to be solved at all.ä
- It is often helpful to play ZORK with another person. Different
- people find different problems easy, and can often complement
- each other.
-
- Don't be afraid to try something bold or strange - you can always
- save your state first if you want. Trying the bizarre can be fun
- and often will give you a clue. A nonsense example:
- > GIVE THE CATERPILLAR TO THE CHRISTMAS-TREE MONSTER.
- THE CHRISTMAS-TREE MONSTER IS REVOLTED AT THE THOUGHT OF ADORNING
- ITS BRANCHES WITH A CATERPILLAR.
- You have just learned that there is probably something which would
- be a decoration pleasing to the monster and possibly a solution to
- the problem.
-
-
- HOW TO QUIT
-
- If you want to stop playing, and never continue from this particular
- position again,type QUIT. ZORK will respond:
- YOUR SCORE WOULD BE score (TOTAL OF 350 POINTS) IN number MOVES.
- THIS SCORE GIVES YOU THE RANK OF rank. DO YOU WISH TO LEAVE THE
- GAME? (Y IS AFFIRMATIVE):>
-
- Type Y next to the prompt (>) and press the RETURN key.
-
- If you never want to continue from this particular position again,
- but you want to keep playing, type RESTART after the prompt (>).
- ZORK responds by starting the game over from the beginning.
-
- If you want to continue playing from this particular position,
- but at a later time, follow the SAVING A GAME POSITION instructions.
-
- SAVING A GAME POSITION
-
- It will take you some time to play ZORK through to the end, just as
- it takes you some time to finish a good book. You will almost
- certainly not finish in one sitting. ZORK allows you to continue
- playing at a later time without having to start over from the
- beginning, just as you can place a bookmark in a book you are
- reading. There is a ZORK command called SAVE, that make a
- "snapshot" of your position in the game. If you are a cautious
- or prudent player, you may want to save your position before you
- embark upon (or after you finish) any particular tricky or
- dangerous part of the journey. Having taken a snapshot, you can
- go back to that position even though you may get lost or killed
- afterward.
-
- When the prompt (>) appears, type: SAVE, then press the RETURN key.
- Then follow the instructions on your Reference Card.
-
- RESTORING A SAVED GAME POSITION
-
- When you want to continue playing from where you made a snapshot,
- follow the RESTORE procedure. You can RESTORE a saved snapshot at
- any time during play.
- äWhen the prompt (>) appears, type: RESTORE and press the RETURN
- key. Then follow the instructions on your Reference Card.
-
- ZORK will now let you continue playing from your restored position.
- You can type LOOK for a description of where you are.
-
-
- LIST OF ZORK COMMANDS
-
- To simplify your adventuring, you may order ZORK to give you information
- by typing specific commands. These commands can be used over and over
- again as needed, but they are each considered one complete move. Type
- your command as a sentence to ZORK after the prompt (>) appears.
-
- The list of commands is:
- AGAIN
- ZORK will respond as if you had repeated your previous sentence.
-
- BRIEF
- This commands ZORK to fully describe only newly encountered rooms and
- objects. Rooms already visited and objects already seen will be
- described by printing the room name and object names only.
-
- DIAGNOSE
- ZORK gives you a medical report of your physical condition. This is
- particularly useful if you have just survived a dangerous battle.
-
- INVENTORY
- ZORK lists your possessions. If you've noticed the thief lurking
- about, you might want to check to see if your belongings are still
- there. You may abbreviate INVENTORY by typing I.
-
- LOOK
- ZORK describes your surroundings in detail. You may abbreviate
- LOOK by typing L.
-
- QUIT
- This gives you the option to quit playing. If you want to save your
- position, first read the instructions under SAVING A GAME POSITION.
- You may abbreviate QUIT by typing Q.
-
- RESTART
- This ends the game and starts the game over from the beginning.
-
- RESTORE
- Restores a game position you saved with the SAVE command. See the
- section RESTORING A SAVED GAME POSITION.
-
- SAVE
- Saves a game position on your storage diskette. See the section
- SAVING A GAME POSITION.
-
- SCORE
- ZORK shows your current score with the number of moves you have
- made, and your rank. Your rank is your rating as a professional
- ZORK player and is based on the number of points you have.
- äSCRIPT
- This command assumes you have a printer. It commands the
- printer to begin printing a transcript of your game session.
-
- SUPERBRIEF
- This command tells ZORK to show you only the name of the room
- you have entered, and no other information. It is briefer than
- BRIEF.
-
- UNSCRIPT
- This command stops your printer from printing.
-
- VERBOSE
- This command tells ZORK to show you a long description of the room
- and the objects in it whenever you enter a room.
-
- VERSION
- ZORK responds by showing you the release number and serial number
- of your copy of the game.
-
- WAIT
- This command causes time in the game to pass. Normally, between
- moves, no time is passing as far as ZORK is concerned - you could
- leave your computer, take a nap, and return to the game to find
- that nothing has changed. WAIT is used when you want to find
- out what will happen in the game if you do absolutely nothing
- while time passes. For example, if you encounter an alien
- being, you could WAIT and see what it will do.
-
-
- APPENDIX
-
- ZORK'S RESPONSES
-
- ZORK may occasionally have a few words for you when it wants you to
- clarify your instruction. Some of ZORK's responses are:
-
- I DON'T KNOW THE WORD "your word". The word you typed is not in the
- game's vocabulary. Sometimes a synonym or rephrasing will be
- understood. If not, ZORK probably doesn't know the idea you were
- trying to get across.
-
- I CAN'T USE THE WORD "your word" HERE. ZORK knows the word you typed,
- but the word made no sense where you put it in the sentence. "Open
- the take", for example.
-
- YOU MUST SUPPLY A VERB! Unless you are answering a question, each
- sentence must have a verb (or a command) in it somewhere.
-
- THERE IS A NOUN MISSING IN THAT SENTENCE. This usually indicates an
- incomplete sentence, such as "Put the lamp in the" where ZORK expected
- another noun and couldn't find one.
-
- TOO MANY NOUN CLAUSES. An example is "Put the troll in the basket
- with the shovel". A valid ZORK sentence has, at most, one direct
- object and one indirect object.
- äBEG PARDON? You did not type anything after the prompt (>) and before
- you pressed the return key on your keyboard.
-
- IT'S TOO DARK TO SEE. In the story there was no light to see objects
- in the room.
-
- I CAN'T SEE ANY object HERE. In the story the object you referred to
- was not accessible to you.
-
- MULTIPLE OBJECTS CANNOT BE USED WITH your verb. It is legal for you
- to use multiple objects (that is, nouns or noun phrases separated by
- "and" or a comma) only with certain verbs. Among the most useful of
- these verbs are "take", "drop", "put".
-
- I DON'T UNDERSTAND THAT SENTENCE. You typed a sentence that is
- gibberish; for example, "Give troll with sword". You might try
- rephrasing the sentence.
-
-
- REFERENCE SECTION
-
- SENTENCE SYNTAX
-
- * A ZORK sentence must contain at least a verb or a command (eg.
- AGAIN).
- * Separate multiple objects of the verb by the word "AND" or a
- comma (,).
- * Several sentences typed to ZORK at one time must be separated by
- a period (.) or by the word "THEN". A period is not needed at the
- end of a line of input.
- * Only two kinds of questions may be asked: "WHAT" and "WHERE".
- * Compass directions may be abbreviated to N, E, S, W, NE, NW, SW,
- SE, and UP and DOWN maybe be abbreviated to U and D respectively.
- * The letter "L" may be used to abbreviate the LOOK command.
- * The letter I may be used to abbreviate the INVENTORY command.
-
- COMMAND SUMMARY
- The following commands can be entered when the prompt (>) has
- appeared on the screen. (For explanations, see the LIST OF ZORK
- COMMANDS section).
-
- AGAIN BRIEF DIAGNOSE INVENTORY
- LOOK QUIT RESTART RESTORE
- SAVE SCORE SCRIPT SUPERBRIEF
- UNSCRIPT VERBOSE VERSION WAIT
-
- COMMON VERBS
- The following is a list of verbs commonly used by adventurers. This
- list does not represent the entire vocabulary available and makes no
- mention of the numerous variations you can construct using prepositions
- (eg. LOOK UNDER, LOOK AT, LOOK INSIDE, LOOK THROUGH, etc.)
-
- ATTACK BURN CLIMB CLOSE
- DIG DRINK DROP EAT
- ENTER EXAMINE FILL FOLLOW
- GET IN GIVE GO KILL
- LOOK MOVE OPEN POUR äPULL PUSH PUT READ
- SLIDE TAKE THROW TIE
- TURN WALK WAVE WHAT IS
- WHERE IS
-
- == ## HAPPY ZORKING ## ==
-