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    FAQ/Walkthrough by KeyBlade999

    Version: Final | Updated: 11/06/12 | Printable Version | Search This Guide

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                      O------------------------------------------O
                      |   Zork I: The Great Underground Empire   |
                      |            An FAQ/Walkthrough            |
                      |              By KeyBlade999              |
                      |                                          |
                      |            File Size: 26.1 KB            |
                      |          Current Version: Final          |
                      |    Time of Update: 12:01 AM 11/6/2012    |
                      O------------------------------------------O
    
    
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                            Section Negative One: Donations             **ZORK_-1**
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    While I do write all of my guides for free, it does take a lot of time and
    effort to put them together. If you're feeling generous and want to show your
    appreciation, I am gladly accepting donations. I don't know exactly what the
    donations will be used for, but just know that you would definitely be helping
    me make more quality FAQs! Even the smallest donation amounts are appreciated,
    and are a great way to say how much you appreciate the work I do. If you do
    decide you'd like to donate, please send the donations through PayPal at the
    e-mail address listed below. Thank you so very much for considering this!!
    
                              keyblade999.faqs@gmail.com
    
    By the way, this is also my contact e-mail, so if you want to contribute
    something to this or any of my other FAQs, or have a question to ask about one
    of them, go ahead and use this e-mail.
    
    
    =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                            Section Zero: Table of Contents              **ZORK_0**
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      [Section Title] .............................................. [CTRL+F Tag]
    
      -1. Donations ................................................ **ZORK_-1**
       0. Table of Contents ........................................ **ZORK_0**
       1. Introduction ............................................. **ZORK_1**
       2. Version History .......................................... **ZORK_2**
       3. Legalities ............................................... **ZORK_3**
    
       4. Command Schemes .......................................... **ZORK_4**
       5. Main Walkthrough ......................................... **ZORK_5**
    
    
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                               Section One: Introduction                 **ZORK_1**
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    Welcome to another FAQ of mine. This one covers the PC game known as Zork I.
    This magnificent game is part of a number of other Zork games, all of which are
    difficult text-based adventure games, which is probably the reason you came
    here. Well, you need help, and I shall do by best to give it.
    
    ...
    
    Yeah, I don't know much to say about this. But try to enjoy.
    
    
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                             Section Two: Version History                **ZORK_2**
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    Final - First and likely only version of this FAQ completed.
            12:01 AM 11/6/2012
    
    
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                               Section Three: Legalities                 **ZORK_3**
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    This FAQ may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any website or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    website or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
     2012 Daniel Chaviers (a.k.a. KeyBlade999).
    
    If you would wish to contact me concerning this or my other FAQs, use this
    e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs
    message boards.
    
    O-----------------------------------O    O------------------------------------O
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    O-----------------------------------O    O------------------------------------O
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    |   Neoseeker (www.neoseeker.com)   |    |       www.cheat-database.com       |
    | SuperCheats (www.supercheats.com) |    |  Cheat Index (www.cheatindex.com)  |
    |                                   |    | Cheat Search (www.cheatsearch.com) |
    |                                   |    |    www.panstudio.com/cheatstop     |
    |                                   |    | Game Express (www.gameexpress.com) |
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    |                                   |    |  Cheats Guru (www.cheatsguru.com)  |
    O-----------------------------------O    O------------------------------------O
    
    
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                            Section Four: Command Schemes                **ZORK_4**
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    This game is one of a wide genre of text-based adventure games. In this game,
    like many of them, you'll directly enter your commands into the command prompt
    on-screen. There are a number of different ways to say things, but you had best
    be sure in what you want to say.
    
    
    Cardinal Directions:
    ````````````````````
    
    These can say in the form "Go/head/walk ___", or just "___". The blank is the
    direction or an acceptable abbreviation as below.
    
     - North     (N)
     - East      (E)
     - South     (S)
     - West      (W)
     - Northeast (NE)
     - Northwest (NW)
     - Southeast (SE)
     - Southwest (SW)
     - Up        (U)
     - Down      (D)
    
    
    
    Actions:
    ````````
    
    There are a number of things you are supposed to do. A lot of them can mean the
    same thing. Here are a number of them that function properly, thanks to TUI.
    
                        ANSWER          FOLLOW          SAY
                        ATTACK          GIVE            SEARCH
                        BLOW            INFLATE         SHAKE
                        BREAK           JUMP            SLIDE
                        BURN            KICK            SMELL
                        CLIMB           KNOCK           STAY
                        CLOSE           LIGHT           STRIKE
                        COUNT           LISTEN          SWIM
                        CROSS           LOCK            TAKE
                        CUT             LOOK            TELL
                        DEFLATE         LOWER           THROW
                        DIG             MOVE            TIE
                        DRINK           OPEN            TOUCH
                        DROP            POUR            TURN
                        EAT             PRAY            UNLOCK
                        ENTER           PULL            WAKE
                        EXAMINE         PUSH            WALK
                        EXIT            PUT             WAVE
                        EXTINGUISH      RAISE           WEAR
                        FILL            READ            WIND
    
    
    
    Spelling/Grammar:
    `````````````````
    
    It goes without saying. Don't screw it up. Most commands, except directions,
    should have a verb and noun in them.
    
    Also, be specific. Don't just say "fight". Like when fighting the troll near
    the start, saying "fight" assumes with your hands. Instead, say "Fight with
    sword" or, even better, "Fight troll with sword". This way, exactly what you
    want to do is conveyed properly.
    
    
    
    Miscellaneous Commands:
    ```````````````````````
    
    There are a number of other commands available to you. Here are the ones I know
    of, with suitable abbreviations within parentheses, and grouped together by
    similar/related effects.
    
     - Verbose   : Whenever you re-enter a room, you'll get another description.
     - Brief     : Returns verbosity to normal, starting setting.
     - Superbrief: Only a room's name and items are detailed.
     - Look (L)  : Get a redescription of the room.
    
     - Diagnose: Learn of current condition. Imagine your wound status like HP.
                 Perfect health is 3/3 HP, hit with a light wound is 2/3 HP, and
                 hit with a serious wound is 1/3 HP.
    
     - Inventory (I): Find out all of the items on your person.
    
     - Score: Get your rank, moves, and score. Scores are out of 350.
    
     - Again (G): Repeat the last command you used.
     - Wait (Z) : Use three moves consecutively with nothing occurring. Often used
                  to heal wounds.
    
     - Save    : Save a game.
     - Restore : Load a saved game.
     - Restart : Begin a new game.
     - Quit (Q): Completely exit the game.
    
    
    
    Absolute Randomness:
    ````````````````````
    
    There are a number of things in this game you can do that have pretty much no
    use in the game at all, except for fun or something. This is just pretty much
    my documentation for random commands that result in rather humorous effects.
    There's nothing much to gain from doing any of these.
    
    And, no, I don't plan on adding to this list. What's here is what's here; if
    you find something else, great, but it's not pertinent to the game.
    
    
     - Jump, Hop, Leap, etc.: Generally, you'll get insulted, but in some areas
                              that are high up, you often get killed.
    
     - Scream, Shout, etc.: "Aaaarrrrgggghhhh!"
    
     - Cut Self: With the sword in your possession, you'll go all emo and die.
    
     - Throw __ at Self: Basically the above. Can be done with the leaflet. May
                         kill you, may not.
    
     - Eat Self: "Auto-cannibalism is not the answer."
    
     - Rape ___: "What an (ahem!) strange idea."
    
     - Kiss Me: "I'd sooner kiss a pig."
    
     - Love: "I don't know the word 'love'."
    
     - Kill Me with Me: "You don't have the you."
    
     - Zork: "At your service." I guess the narrator is named Zork?
    
     - Down: When in the kitchen, "Only Santa Claus goes down chimneys."
    
     - Read Door: When in living room, "This space intentionally left blank."
    
    
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                            Section Five: Main Walkthrough               **ZORK_5**
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     O---------------------------------------------------------------------------O
     |                               NOTES ON THIS                               |
     |                                                                           |
     |  This section contains a full, rather verbose walkthrough for this game.  |
     |  While the commands to input are vague, they are easily drawn out from    |
     |  context. This walkthrough was designed to be less boring than a direct   |
     |  listing of the commands to enter; if you want such a list, you'll have   |
     |  to look at a different FAQ. (Not to bash those FAQs, of course. It just  |
     |  gets rather mundane looking at the same commands over and over.)         |
     |                                                                           |
     |  Additionally, this walkthrough is one of the faster ways of completing   |
     |  the game. Thusly, you won't readily explore it as much you would on your |
     |  own. This will likely ruin the game for you, so I just suggest doing it  |
     |  yourself first, or at least trying to do so.                             |
     |                                                                           |
     O---------------------------------------------------------------------------O
    
    
    House and Forest:
    `````````````````
    
    Once you begin, you can open the mailbox and read the leaflet if you want, but
    it is by no means required. (It is also fun to throw the leaflet at yourself.)
    Anyways, head north from the house twice and go up the tree there.
    
    At the top, in the bird's next, should be an ornate, jeweled egg. Bet that hurt
    coming out.  :P  Anyways, take it. Don't worry about opening it - while you can
    do so (just throw the egg while up here), it will damage the contents within,
    so forget about. We'll get someone else to open it.
    
    Go on down and south, then east. You should have a window near you on the
    house; open it and enter the house. Take the bottle and go west. Open the case
    there and take the sword and the lantern, which will become quite familiar to
    you as you continue throughout this and other Zork games.
    
    Next, go east and up the stairs to the attack. Turn on the lantern and take the
    rope. Turn off the lantern (it will eventually run out if left on, and we need
    it a lot in this game), then go back downstairs. Go west and move the rug in
    the living room.
    
    Open the trap door and go on down. As luck would have it, the door closes above
    you, preventing the need for you to do so yourself. ... Oh, wait.
    
    
    
    Trollz!:
    ````````
    
    Here, turn the lantern on, lest a wandering grue devour you. (What the heck is
    a grue, anyways?) Then take note of how your sword is somewhat glowing - it
    glows like this with an enemy is in an adjacent room, and grows brightly when
    they are in the same room as yourself.
    
    Thusly, opt to "save" the game. That way, if you get your head chopped off or
    something, you can "restore" the game back to this point. Afterwards, go north
    and you'll find the troll. Pretty much just fight the troll with your sword -
    it may take more than one hit, but keep going until  *someone*  bites the dust.
    
    After the fight, "diagnose" your condition. If you're able to be killed with a
    light wound, I'd use the "wait" command until my wounds healed up a bit, as we
    will be fighting some enemies soon enough, but they generally won't seriously
    wound you. 
    
    
    
    The Underground Maze:
    `````````````````````
    
    After defeat the troll, go west. You'll find this area to be one of the most
    baffling you'll ever encounter as, if you go one way, you generally cannot
    trace your steps back.  O_o  It would be prudent to follow my directions to
    the letter.
    
    Also, during the course of the maze, you may meet up with some kind of man, who
    may steal from you. You don't particularly want this, so save before going any
    further. He can also attack you. You will want to check your inventory (just
    use "inventory") after the encounters. If you have a sword, lantern, bottle,
    and coins (if you're that far), then there's no real need to worry about
    restoring, since you want him to take the jeweled egg. Otherwise, restore.
    (If you don't get him to steal it, don't worry.)
    
    Anyways, once in the maze, go south, east, and up. Don't mess with the
    skeleton here or you'll lose everything, and that is not good. Take just the
    bag of coins, then go southwest, east, south, and southeast to the Cyclops's
    room.
    
    What do you do about him? Well, anyone remember Greek mythology? Basically,
    just input the command "Say 'Ulysses'" and the Cyclops will run off, leaving
    a metaphorical trail of urine behind him.
    
    
    
    The Land of the Living Dead:
    ````````````````````````````
    
    Did the thief take the egg from you? If not, save in the Cyclops room and go
    up. You'll find the thief's hideout; he may wound you, but it is very unlikely
    to be serious. Give the egg to the thief and go back down. We'll kill him
    later, don't worry.  >:)
    
    Then go southeast, east, and east. Hey, this area's familiar. Put the treasures
    into the case, open the trap door, and go down. Head north, east, north,
    northeast, and east. Go north into the dam lobby and take the matchbook. Go
    south twice to the Deep Canyon and go down.
    
    Then go west, southeast, and east to the Dome Room. Save and jump for a bit of
    fun, but it is counterintuitive (you lose items, even if you go where you need
    to). After that, tie the rope to the railing and head down to the Torch Room.
    
    Go south and take the bell, then south again. Take the book and the candles.
    Also consider reading the book, though it isn't required. Go down from here
    and repeat this action.
    
    Welcome to Hell! That is to say, the Entrance to Hades. So, Greek Hell. Now,
    then, let us exorcise the crap out of those devilish spirits...
    
    Open the matchbook, then ring the bell to stop the spirits. This will cause
    you to drop the candles; don't worry. Light a match, then light the candles
    with this match. Wave the candles and you'll scare the living crap out of
    those spirits. Read the book (again, possibly) to get rid of them. Nice.
    
    Pour some water on the bell, then take the bell - it grew hot and you dropped
    it, too, remember? Put out the candles as well, then drop the bottle. Go south
    you'll find an ornate skull. Take it.
    
    
    
    The Thief:
    ``````````
    
    After taking the skull, go north, up, north, north, north, west, west, south,
    south, and east. Take the painting here and go west, north, and up. Hey, I
    know this place! Put the painting into the case to lighten your load.
    
    Take the bag of coins and go west, then west again to the Cyclops room. Save
    here and we can deal with the thief. There are two big methods as to how to do
    so.
    
    The main one is the most obvious. Go up and restore the game until you end up
    not getting hit upon entrance. Then give the coins to the thief, then "Kill
    thief with sword". You may get a hit on him; you need to give him a light wound
    at least. Otherwise, restore. Then repeat this, but hand over the skull first.
    Then just keep bashing at him. You might get lucky.
    
    The second one is a lot easier. Go up and "Get stiletto". You'll likely fail;
    don't worry. Go back down and use the "G" command. Due to some bad programming,
    you'll then actually receive the stiletto. Go upstairs and repeatedly try to
    kill the thief with the stiletto. Lot easier, ain't it? As with the previous
    method, you can give the thief the coins/skull to distract him as needed.
    
    Once you win the battle, take all of the treasures. (Let your wounds heal if
    needed.) Then go down, east, and east. Put all of the treasures into the case.
    Go west, west, and up, take the stiletto (if you need to), then go down, east,
    and east. (If you already had the stiletto, for whatever reason, ignore this
    last bit.)
    
    
    
    Draining the Reservoir:
    ```````````````````````
    
    After the above, save. Take the clockwork canary (it is what was in the jeweled
    egg), then go east, east, north, north, and up. Wind the canary. Huh.
    
    Go down and take the brass bauble, and go south, east, west, west, and put all
    of the treasures into the case. Save if you want.
    
    Now, onto the actual business. Go down, north, east, north, northeast, and east
    to find the controls for the dam. We'll mess with it later - go north and north
    again. Switch off the lantern and press the red button. Only take the
    screwdriver, then push the yellow button. Go south two times and turn the bolt
    with the wrench.
    
    Wait a few times and the reservoir will soon drain. Go west and turn on the
    lantern, then north. Drop all but the lantern and go north twice. Take the
    trident - you know who that's a reference to, right? - and go south twice. Take
    the trunk and go south, southwest, southwest, west, south, and up. Put all of
    the treasures in the case.
    
    
    
    Coal and Diamonds:
    ``````````````````
    
    Go east and open the sack there. Take the garlic - as if you'd eat it! - and go
    west, down, north, east, north, northeast, and north. Take all the crap you
    dropped before. Go north twice.
    
    Then go up, north, north, west, north, west, and north. Get the figurine and go
    east. Put the screwdriver, matchbook, and candles into the basket; we'll do
    more with this later.
    
    Go north, down, and take the bracelet. Then go east, northeast, southeast,
    southwest, down, down, and west. Drop all but the lantern here and go east,
    south, take the coal, north, up, up, north, east, south, north, up, and
    south. Phew!
    
    Take the candles and the matchbook. Light a match and then light the candle
    with it. Put the candles and coal into the basket, then lower it. Go north,
    down, east, northeast, southeast, southwest, down, down, and west.
    
    Drop all of your stuff and go west. Hey, look! It's the basket! Take the
    candles, screwdriver, and the coal. Head south and open the lid. Put the coal
    into this machine and close the lid. Move the switch with the screwdriver, then
    open the lid for a big freakin' diamond! Take it and go north.
    
    Put the candles, diamond, and screwdriver into the basket. Go east and take
    everything except the stiletto and timber, then go east, up, up, north, east,
    south, north, up, and south. Raise the basket and take the candles and the
    diamond.
    
    May as well return to the treasure case. Go west, south, east, south, down, and
    up. Put all treasures into the case.
    
    
    
    Silence is Golden:
    ``````````````````
    
    Go down, north, east, east, north, northeast, east, south, and down.
    
    Whatever logic it seems to defy, say "Echo", and, for some random reason, the
    room becomes quiet. Huh. That was easy. Take the platinum bar and go southeast,
    east, and down. Turn off the lantern, then drop the lantern and the candles.
    Take the torch now, which will eternally be lit.
    
    Go south and east. Open the coffin and take the sceptre. Go west, south, down,
    north, north, north, west, west, south, and up. Put all of the treasures
    EXCEPT the sceptre and torch into the case. We still got stuff to do with them
    pretty soon.
    
    Go east four times, down twice, and north. You'll find the rainbow, but no
    random leprechaun, north a pot of gold. Perhaps on the other side? Wave the
    sceptre so we can see. Yup, that worked - take the pot of gold.
    
    Then head east twice, north twice, and take the shovel. Go northeast and
    dig in the sand with the shovel. You'll eventually, after a few repetitions of
    this action, find a scarab. After this, drop the shovel, as you will no longer
    need to use it. Take the scarab and go southwest, south twice, west, twice,
    southwest, up twice, northwest, and west thrice. Put all treasures EXCEPT the
    torch into the case.
    
    
    Row, Row, Row Your Boat...:
    ```````````````````````````
    
    Go down, north, east thrice, up, northwest, and north twice. Take the air pump,
    as you'll obviously need it later. Go south twice, east, down, and take the
    plastic. This pile of random plastic actually is an air boat. We'll use it
    momentarily.
    
    Go up, south, down, and east twice. Drop all but the pump and torch, then
    "inflate plastic". Then get into the boat and launch it. Wait around for a bit
    until you read something about a red buoy. Take it and land to the east.
    
    Here, open the buoy to find an emerald. Weird place to keep treasure, but I've
    seen weirder, I guess. Drop the buoy, get out of the boat, deflate the boat,
    and get the plastic. Go south until you reach Aragain Falls. (Note: Niagara.)
    
    There, go west twice, southwest, up twice, northwest, and west four times. Put
    the emerald into the case, then go down, north, and east five times. Take all
    but the label. (It won't be there if you read it, which is just as okay.)
    
    
    
    Continued in Zork II...:
    ````````````````````````
    
    Oh, heck no, I ain't letting you off that easily.  :P   We'll actually finish
    this journey.
    
    Go west three times, southeast, east, down, south, and east. Take the coffin -
    if needed, drop all but the torch. Go west and south. Pray to find yourself
    in the forest.  O_o  Now head east, south, east, and west twice. Put all of the
    treasures into the case.
    
    Read the parchment you caused to fall. Interesting... Go east twice, southwest,
    northwest, and southwest. Go into the tomb and...
    
    Huh. My game closed off. Well, given that Zork II starts in the Stone Barrow,
    it is quite likely that this is the end of the game.
    
    
    
    End-Game Evaluation:
    ````````````````````
    
    When replaying the game with my walkthrough as above, making minute changes as
    needed, this was my end result. Of course, the game didn't let me finish - it
    just closed off, but I made my case above here - but I hit "restart" and the
    game gave me the below. As such, this proves the completionistic nature of this
    guide. Thanks for reading.
    
    
     O--------------------------------------------------------------------------O
     |    "Your score is 350 ([out of a] total of 350 points), in 554 moves.    |
     |              This gives you the rank of Master Adventurer."              |
     O--------------------------------------------------------------------------O
    
    
    
    
    
    O=============================================================================O
    |                      This is the end of KeyBlade999's                       |
    |                       FAQ/Walkthrough for the PC game                       |
    |                    Zork I: The Great Underground Empire.                    |
    O=============================================================================O
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              | |            | |                         | | \ /  \ / | |
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                                                                   KeyBlade999