
ref: file ZorkUU.shk
for: Apple IIgs. Use Big Red's Advanced Interpreter from Activision's
   IIgs release of Lost Treasures of Income. ZorkUUlogo.apf is a IIgs
   graphics file for use in disk labeling, docs printout cover, etc..

Most of the following is from Interactive Fiction Archive at
   ftp://ftp.gmd.de/if-archive/
 


                       Zork:  The Undiscovered
                   Underground


Welcome to Zork!

The year is 1066.  You are a Private, Seventh Class, in the Inquisition
Guard.  After being relieved by Earl at the Port Foozle Inquisition Gift
Kiosk, you find yourself standing in the Headquarters of Frobozz
Electric.  Gesticulating in front of you is the Pastor of Disaster, the
Minister of Sinister, the Grand Inquisitor.  It appears he has a very
special mission for you: enter a recently opened cave and explore a
hitherto lost part of the Great Underground Empire!


About the Authors

Marc Blank, a graduate of the Massachusetts Institute of Technology and
the Albert Einstein College of Medicine, is one of the original founders
of Infocom. He co-authored the original mainframe version of Zork at
M.I.T., and went on to become one of the pioneers in the field of
interactive fiction. At Infocom, he co-authored The Zork Trilogy and
Enchanter, and was sole author of Deadline, the first interactive
mystery.  Marc lives in Central Oregon with his wife and daughter; his
company, Eidetic, Inc. is a developer of entertainment software for
personal computers and video game consoles.

Mike Berlyn joined Infocom in the Age of Reason, authoring Suspended,
Cutthroats, Infidel, and Fooblitzky. He played at writing novels and had
four SF novels published. For these and other mistakes, he is humbly
apologetic. Still, it appears he has not yet learned his lesson.  More
recent times, the Age of Wheezin', shows Berlyn happily married,
co-owning Eidetic, Inc. with Marc Blank, and living in Central Oregon.
His degree in Humanities failed to make him more humane, and his
advanced age and shrinking brain have failed to make him wiser with
maturity.  Happily, this doesn't stop him from overseeing Eidetic's
current product in development for the Sony Playstation.


About the Programmer

Gerry Kevin Wilson, a graduate of the University of California at
Berkeley, unlike Marc and Mike, was never an Implementor at Infocom. 
He's the editor of an online magazine about text adventures named SPAG,
the organizer of an annual interactive fiction competition, and the
author of the instant cult classic text adventure, "The Underoos That
Ate New York!"



Communicating with Interactive Fiction

With Interactive Fiction, you type your commands in plain English each
time you see the prompt (>). Most of the sentences that The STORIES will
understand are imperative sentences. See the examples below.  When you
have finished typing your input, press the RETURN (or ENTER) key. The
STORY will then respond, telling you whether your request is possible at
this point in the story, and what happened as a result.

To move around, just type the direction you want to go. Directions can
be abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST to W, NORTHEAST
to NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and
DOWN to D.  IN and OUT will also work in certain places.

There are many different kinds of sentences used in interactive fiction
games. Here are some examples:

>WALK TO THE NORTH
>WEST
>NE
>DOWN
>TAKE THE BIRDCAGE
>OPEN THE PANEL
>READ ABOUT DIMWIT FLATHEAD
>HIT THE LAMP
>LIE DOWN IN THE PINK SOFA
>EXAMINE THE SHINY COIN
>PUT THE RUSTY KEY IN THE CARDBOARD BOX
>SHOW MY BOW TIE TO THE BOUNCER
>HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER
>ASK THE COWARDLY KING ABOUT THE CROWN JEWELS


You can use multiple objects with certain verbs if you separate them by
the word AND or by a comma. Some examples:

>TAKE THE BOOK AND THE FROG
>DROP THE JAR OF PEANUT BUTTER, THE SPOON, AND THE LEMMING FOOD
>PUT THE EGG AND THE PENCIL IN THE CABINET


You can include several inputs on one line if you separate them by the
word THEN or by a period. Each input will handled in order, as though
you had typed them individually at separate prompts. For example, you
could type all of the following at once, before pressing the RETURN (or
ENTER) key:

>TURN ON THE LIGHT. KICK THE LAMP.

If The STORY doesn't understand one of the sentences on your input line,
or if an unusual event occurs, it will ignore the rest of your input
line.

The words IT and ALL can be very useful. For example:

>EXAMINE THE APPLE. TAKE IT. EAT IT
>CLOSE THE HEAVY METAL DOOR. LOCK IT
>PICK UP THE GREEN Boor. SMELL IT. PUT IT ON.
>TAKE ALL
>TAKE ALL THE TOOLS
>DROP ALL THE TOOLS EXCEPT THE WRENCH AND THE MINIATURE HAMMER
>TAKE ALL FROM THE CARTON
>GIVE ALL BUT THE RUBY SLIPPERS TO THE WICKED WITCH

The word ALL refers to every visible object except those inside
something else. If there were an apple on the ground and an orange
inside a cabinet, TAKE ALL would take the apple but not the orange.

When you meet intelligent creatures, you can talk to them by typing
their name, then a comma, then whatever you want to say to them. Here
are some examples:

>SALESMAN, HELLO
>HORSE, WHERE IS YOUR SADDLE?
>BOY, RUN HOME THEN CALL THE POLICE
>MIGHTY WIZARD, TAKE THIS POISONED APPLE. EAT IT

Notice that in the last two examples, you are giving the character more
than one command on the same input line. Keep in mind, however, that
many creatures don't care for idle chatter; your actions will speak
louder than your words.


Basic Commands

BRIEF - This command fully describe a location only the first time you
enter it. On subsequent visits, only the name of the location and any
objects present will be described. The adventures will begin in BRIEF
mode, and remain in BRIEF mode unless you use the VERBOSE or SUPERBRIEF
commands SUPERBRIEF displays only the name of a place you have entered,
even if you have never been there before. In this mode, not even mention
objects are described. Of course, you can always get a full 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 familiar with the geography. The VERBOSE command
gives a complete description of each location, and the objects in it,
every time you enter a location, even if you've been there before.

DIAGNOSE - This will give you a report of your physical condition.

INVENTORY - This will give you a list what you are carrying and wearing.
You can abbreviate INVENTORY to I.

LOOK - This will give you a full description of your location. You can
abbreviate LOOK to L.

EXAMINE object - This will give you a description of the object.  It is
important to look at all objects as there may be clues to an object's
use in its description. You can abbreviate EXAMINE to X.

QUIT - This lets you stop. If you want to save your position before
quitting, you must use the SAVE command.

RESTORE - This restores a previously saved position.

RESTART - This stops the story and starts it over from the beginning.

SAVE - This saves a "snapshot" of your current position. You can return
to a saved position in the future using the RESTORE command.

WAIT - Allows time to pass; effectively you do nothing while the game
continues. You can abbreviate WAIT to Z.

SCORE - Displays your current score and rank.  Typing FULL SCORE will
show you what you have done to earn your points.


------------------------------------------------------------------------
(c) 1997 Activision.  Zork is a registered trademark of Activision, Inc.


