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- ZORK ZERO
-
- Typed in by INSKIPP. Edited by PARASITE.
-
-
- PREFACE
- More than 90 years have passed since the great wizard
- Megaboz cast the Curse which destroyed Lord Dimwit Flathead the
- Excessive along with the other members of the ruling family, the
- Twelve Flatheads. Now, the Curse threatens to bring down the
- Great Underground Empire itself!
- Wurb Flathead, the current occupant of the throne, has sent
- a clarion call to the remotest corners of the Empire: half the
- riches of the kingdom to the person who can allay the Curse.
- From every province of Quendor, courageous adventurers, scheming
- charlatans, and wild-eyed crackpots have streamed into the
- Imperial Capital of Flatheadia.
- You are one such treasure-seeker, a peasant from an unheard-
- of village in an obscure province. However, you have an
- important advantage: an ancestor of yours, a servant in Dimwit's
- court (who you'll "play" during a brief prologue", witnessed
- Megaboz casting the Curse, and obtained a small scrap of wizardly
- parchment from the mage's pocket.
- This parchment scrap has been passed down from generation to
- generation, and is now in your possession. Thanks to it, you
- know what none of the other would-be Cursebusters know; you alone
- know what must be done to stop the Curse!
- By the time of your arrival at Flatheadia, most of the
- treasure-seekers have given up and returned to their homelands.
- In fact, you discover that most of the population, including all
- figures of authority, have fled to distant provinces. And when
- you awake on the hard floor of the castle on Curse Day, you find
- that even the looters and the most persistent adventurers have
- departed.
- In fact, as you begin your desperate quest to find the
- relics of the Empire you need to stop the court jester, who spins
- rhymes for your amusement. Always appearing when you least
- expect him, the jester will confront you with riddles and games,
- spring some deadly tricks, and give you helpful nudges in the
- right direction. and throughout, he seems to be laughing at some
- tremendous joke which you can't begin to fathom...
- Zork Zero is the prequel to the Zork Trilogy, one of the
- most popular, best-loved computer games ever written. Zork Zero
- takes you back to the age of the Flatheads, where you can glimpse
- the Great Underground Empire during its heyday, and witness its
- monumental fall.
-
- HINTS
- Zork Zero contains on-line hints! If you ever get stuck,
- just type HINT and follow the instructions on your screen. The
- hints generally progress from a gentle nudge to a complete
- answer.
- Don't let the presence or absence of hints on a particular
- subject affect your thinking. In fact, fake hints have been
- included to discourage this.
- If you have no will power, and can't stop yourself from
- looking at the hints too often, you can type HINTS OFF. This
- will deactivate the on-line hints (unless you RESTART or RESTORE
- to an earlier point).
-
- MAPPING
- Zork Zero contains an on-screen mapping feature. When you
- want to see the map, type MAP. The map will show only those
- locations which you've already visited. Locations will be
- identified by the icons which appear the first time you visit a
- room (or when you type LOOK).
- The map shows only your general vicinity, not the entire
- geography of Zork Zero. On the map, your current location will
- blink. If you have a mouse, you can move around the geography by
- clicking on an adjacent room. If anything interesting happens
- while you are moving around in this way, you will be
- automatically returned to the story.
- You may still want to draw your own map to keep track of
- where objects are found, and to be able to look at the entire
- Zork Zero geography at once.
- To remove the map from the screen and return to the story,
- simply hit any key.
-
- GRAPHICAL PUZZLES
- There are a number of graphical puzzles in Zork Zero. The
- interface for them is different from the full sentence input
- elsewhere in Zork Zero. Instructions will accompany each of
- these graphical puzzles in the story.
- Other puzzles include full-screen illustrations. Once you
- have viewed these, simply hit any key to continue the story.
-
- MOUSE CONTROL
- You can use the on-screen compass rose (which appears in the
- center of the status line at the top of your screen) to move from
- location to location. Just click on the appropriate point of the
- compass rose. In addition, you can use your mouse to move around
- while using the on-screen mapping feature, and for solving many
- of the graphical puzzles.
-
- FUNCTION KEYS
- As described elsewhere in this manual, many commands have
- abbreviations: you can type N instead of NORTH, for instance, or
- I instead of INVENTORY.
- With function keys, you can use a single keystroke as an
- abbreviation for whatever you choose. You can use a function key
- to abbreviate a long word that you don't like to type (like
- HIPPOPOTAMUS), or to abbreviate a commonly used command (like
- RESTORE), or even to abbreviate a whole sentence (like CLIMB THE
- STAIRS).
- You start the story with the function keys already set to
- commonly used commands. To see what the function keys are set
- to, or to change the settings of the function keys, type DEFINE
- at the prompt (>) and press the RETURN key. Then use your mouse
- or up and down arrow keys to highlight the setting(s) you want to
- change. The vertical bar (|) or exclamation point (!) is used as
- a n abbreviation for the RETURN key; so changing LOOK to LOOK|
- means you want the RETURN key automatically pressed when you use
- that function keys.
-
- SPECIAL COMMANDS
- Below are explanations for a number of useful one-word
- commands. Most of these commands appear in all Infocom games
- (like Zork I, Wishbringer, Witness, ect.), but those starred (*)
- are new. In many cases, these will not count as a turn. Type
- the command after the prompt (>) and press the RETURN key.
-
- AGAIN
- Beyond Zork will respond as if you had repeated your previous
- command. For instance, typing HIT THE MONSTER WITH THE TOASTER
- OVEN then typing AGAIN would be like hitting the monster twice in
- a row. You can abbreviate AGAIN with G.
-
- BRIEF
- This command tells Zork Zero to print the full description of
- a location *only* the first time you enter it. On subsequent
- visits, Zork Zero will print only the name of the location and
- the objects present. This is how Zork Zero will normally act,
- unless you tell it otherwise using the VERBOSE or SUPERBRIEF
- commands. The SUPERBRIEF commands tells Zork Zero to print only
- the name of a place you have entered, even if you have never been
- there before. In this mode, Zork Zero will not even print which
- object are present.
-
- Of course, you can always get a description of your location
- and the items there by typing LOOK. In SUPERBRIEF mode the blank
- line between turns will be eliminated. This mode is meant for
- players who are already very familiar with the geography. The
- VERBOSE command tells Zork Zero that you want a complete
- description of each location, and the objects in it, every time
- you enter a location, even if you've been there before.
-
- COLOR *
- If you are playing Zork Zero on a color monitor, you can type
- COLOR to change the colors on your screen. This command works
- only on computers which support a color display.
-
- CREDITS *
- You will get a complete list of credits and acknowledgements
- for all who worked on Zork Zero.
-
- DEFINE *
- This command allows you to change the setting of the function
- keys. For example, if pressing function key 2 is like typing
- INVENTORY, you can change this to DROP ALL, or DROP ALL followed
- by RETURN, or anything else, by using the DEFINE command. See
- "Function Keys" previously covered in this manual.
-
- DIAGNOSE
- Zork Zero will give you a medical report of your physical
- condition.
-
- HINT *
- If you have difficulty while playing the story, and you
- can't figure out what to do, just type HINT. Then follow the
- directions at the top of your screen to read the hint of your
- choice.
-
- INVENTORY
- This will list what you are carrying and wearing. You can
- abbreviate INVENTORY with I.
-
- LOOK
- This tells Zork Zero to describe your location in full
- detail, and the room's icon (if it has one). You can abbreviate
- LOOK to L.
-
- MAP *
- This will show you the on-screen map which contains your
- current location. See "Mapping".
-
- MODE *
- If you desire to turn off the decorative border to speed up
- game play, you can do so by typing MODE. You can restore these
- graphics at any time by typing MODE a second time.
-
- NOTIFY *
- Normally in Zork Zero, the game will notify you whenever your
- score changes. You an turn off this notification feature by
- using the NOTIFY command. Typing NOTIFY a second time turns the
- feature back on.
-
- OOPS
- If you accidentally mistype a word, such that Zork Zero
- doesn't understand the word, you can correct yourself on the next
- line by typing OOPS and the correct word. Suppose, for example,
- you typed TAKE THE CLUB FROM THE GIANT and were told "You can't
- use that word 'giant' in this story." You cold type OOPS GIANT
- rather than retyping the entire sentence
-
- QUIT
- This lets you stop the game. You can abbreviate QUIT with Q.
-
- REFRESH *
- This command clears your screen and redraws the display.
-
- RESTART
- This stops the story and starts over from the beginning.
-
- RESTORE
- This restores a position made using the SAVE command.
-
- SAVE
- This puts a snapshot of your current position on your storage
- disk. You can return to a saved position in the future using the
- RESTORE command. You cannot SAVE during combat.
-
- SCORE
- This command will show your current score and a ranking which
- is based on that score. The highest score you can obtain in Zork
- Zero is 1000.
-
- SCRIPT
- This command tells your printer to begin making a transcript
- of the story as you venture onwards. A transcript may aid your
- memory but is not necessary. It will work on certain computers.
-
- SUPERBRIEF
- This command tells Zork Zero to give you the sparsest level
- of description. See BRIEF above.
-
- UNDO *
- You can use this command to back up one move. Suppose, for
- example, that you found a package but didn't know what was in it.
- You might type OPEN THE PACKAGE and be told "The package
- explodes as you open it, damaging your weapons and destroying all
- your other possessions." You could then type UNDO and you would
- back up one move. You weapons and other possessions would be
- intact, and you could try giving the package to an enemy, or
- leaving it alone, or something else. The UNDO command does not
- work during combat (when you're fighting a monster, for
- instance). Note that the UNDO command works only on certain
- computers with enough memory.
-
- UNSCRIPT
- This commands your printer to stop making a transcript.
-
- VERBOSE
- This command tells Zork Zero to give you the wordiest level
- of description. See BRIEF above.
-
- VERSION
- Zork Zero responds by showing you the released number and the
- serial number of your copy of the story. Please include this
- information if you ever report a bug in the story.
-
- WAIT
- This will cause time in the story to pass. Normally, between
- turns, nothing happens in the 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, you can wait for a
- specific time, or wait for an event to happen, etc. You can
- abbreviate WAIT to Z.
-
- SECTION II: ABOUT INFOCOM'S INTERACTIVE FICTION
-
- Saving the Story
- Saving and restoring: It will probably take you many days to
- complete the game. Using the SAVE feature, you can continue the
- story 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. SAVE puts a snapshot of your place in the story onto
- another disk. You should also save your place before trying
- something dangerous or tricky. That way, even if you get lost or
- killed in the story, you can return to your saved position. You
- cannot save during combat (while fighting a monster, for
- instance).
-
- To save your place in the story, type SAVE at the prompt ">",
- and then press the RETURN key. Then follow the instructions for
- saving and restoring that the computer asks. Some computers
- require a blank disk, that has already been formatted, for saves.
- Using a disk with data on it may result in the loss of that data,
- depending on your computer. Zork Zero offers from 3 to 7
- different SAVEd positions, depending on the type of computer.
-
- You can restore a saved position any time you want. To do
- so, type RESTORE at the ">" prompt. Then follow instructions
- that the computer asks. You can then continue the story from the
- point where you used the SAVE command.
-
- Quitting and Restarting:
- If you want to start over from the beginning, type RESTART
- and press the RETURN key. If you want to stop the game entirely,
- type QUIT and press the RETURN key.
-
- Communicating with Infocom's Interactive Fiction
- If your computer has a numeric keypad you can use it to move
- around, rather than typing in the directions (N,E,S,W etc.).
-
- ------- ----------
- |7|8|9| |NW|N |NE|
- ------- ----------
- |4|5|6| becomes |W |UD|E |
- ------- ----------
- |1|2|3| |SW|S |SE|
- ------- ----------
-
- The 5 key is for both UP and DOWN. If you are in a location
- which has both an UP and DOWN exit, the 5 key will act as if you
- typed WALK AROUND.
-
- You can include several sentences on one input line if you
- separate them by the word THEN or by a period. (Note that each
- sentence will still count as a turn.) You don't need a period at
- the end of the input line. For example, you could type all of
- the following at once, before pressing the RETURN:
-
- >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND
- MALLET
-
- The words IT and ALL can be very useful. For example:
-
- >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX.
- >CLOSE THE HEAVY METAL DOOR. LOCK IT.
- >TAKE THE SHOE. EMPTY IT. PUT IT ON.
-
- The word IT refers to either the last direct object you
- mentioned or the last object the story mentioned. If there is
- any confusion, the story will ask you to be more specific.
-
- There are three kinds of questions that Zork Zero
- understands: WHO IS, WHERE IS, and WHAT IS. For example:
-
- >WHO IS HOWARD?
- >WHERE IS THE MAP?
- >WHAT IS PLUTONIUM?
-
- You will meet other people and creatures in Zork Zero. You
- can talk to some of these beings by typing their name, then a
- comma, then whatever you want to say to them. Hear are some
- examples:
-
- >LOIS, HELLO
- >SHOPKEEPER, WHAT IS MY CREDIT?
- >OLD MAN, TELL ME ABOUT THE PLATYPUS
- >WILLY, PUT ON THE GLOVE THEN THROW THE BALL
-
- Most people in the story don't care for idle chatter. Your
- deeds will speak louder than you words.
-
- Zork Zero recognizes over 1500 words, nearly all that you are
- likely to use in your commands. However, Zork Zero uses many
- words in its descriptions that it will not recognize in your
- commands. For example, you might read, "The full moon is bright
- and clear, and the trees cast eerie shadows." If Zork Zero
- doesn't recognize the words MOON or SHADOWS in your input, you
- can assume they are not important to your completion of the
- story, except to provide you with a more vivid description of
- where you are or what is going on.
-