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Zork - The Undiscovered Undergrounds (1997)(Activision) PDF

4 Pages·1997·0.13 MB·English
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Preview Zork - The Undiscovered Undergrounds (1997)(Activision)

Instruction Manual for ZORK: The Undiscovered Underground Welcome to Zork! For these and other mistakes, he is humbly apologetic. Still, it appears he has not yet The year is 1066. You are a Private, Seventh learned his lesson. More recent times, the Class, in the Inquisition Guard. After Age of Wheezin', shows Berlyn happily being relieved by Earl at the Port Foozle married, co-owning Eidetic, Inc. with Marc Inquisition Gift Kiosk, you find yourself Blank, and living in Central Oregon. His standing in the Headquarters of Frobozz degree in Humanities failed to make him Electric. Gesticulating in front of you is more humane, and his advanced age and the Pastor of Disaster, the Minister of Sinister, shrinking brain have failed to make him wiser the Grand Inquisitor. It appears with maturity. Happily, this doesn't stop him he has a very special mission for you: from overseeing Eidetic's current product in development for the Sony Playstation. Zork: The Undiscovered Underground About the Programmer Gerry Kevin Wilson, a graduate of the University of California at Berkeley, unlike Installation Instructions and Getting Marc and Mike, was never an Implementor at Started Infocom. He's the editor of an online magazine about text adventures named SPAG, Unzip all files into the same folder. Double the organizer of an annual interactive click on ZorkUndiscovered.exe to start fiction competition, and the author of the the story. See the section below on instant cult classic text adventure, Communication with Interactive Fiction "The Underoos That Ate New York!" Games. Communicating with Interactive Fiction About the Authors (If you are not familiar with Interactive Fiction, please read this section.) Marc Blank, a graduate of the Massachusetts Institute of Technology and the Albert With Interactive Fiction, you type your Einstein College of Medicine, is one of the commands in plain English each time you see original founders of Infocom. He co-authored the prompt (>). Most of the sentences that the original mainframe version of Zork at The STORIES will understand are imperative M.I.T., and went on to become one of the sentences. See the examples below. When pioneers in the field of interactive fiction. At you have finished typing your input, press the Infocom, he co-authored The Zork Trilogy RETURN (or ENTER) key. The STORY will and Enchanter, and was sole author of then respond, telling you whether your Deadline, the first interactive mystery. Marc request is possible at this point in the story, lives in Central Oregon with his wife and and what happened as a result. daughter; his company, Eidetic, Inc. is a developer of entertainment software for To move around, just type the direction you personal computers and video game consoles. want to go. Directions can be abbreviated: NORTH to N, SOUTH to S, EAST to E, Mike Berlyn joined Infocom in the Age of WEST to W, NORTHEAST to NE, Reason, authoring Suspended, Cutthroats, NORTHWEST to NW, SOUTHEAST to SE, Infidel, and Fooblitzky. He played at writing SOUTHWEST to SW, UP to U, and DOWN novels and had four SF novels published. to D. IN and OUT will also work in certain >TURN ON THE LIGHT. KICK THE places. LAMP. There are many different kinds of sentences If The STORY doesn't understand one of the used in interactive fiction games. Here sentences on your input line, or if an unusual are some examples: event occurs, it will ignore the rest of your input line. The words IT and ALL can be very >WALK TO THE NORTH useful. For example: >WEST >NE >EXAMINE THE APPLE. TAKE IT. EAT >DOWN IT >TAKE THE BIRDCAGE >CLOSE THE HEAVY METAL DOOR. >OPEN THE PANEL LOCK IT >READ ABOUT DIMWIT FLATHEAD >PICK UP THE GREEN Boor. SMELL IT. >HIT THE LAMP PUT IT ON. >LIE DOWN IN THE PINK SOFA >TAKE ALL >EXAMINE THE SHINY COIN >TAKE ALL THE TOOLS >PUT THE RUSTY KEY IN THE >DROP ALL THE TOOLS EXCEPT THE CARDBOARD BOX WRENCH AND THE MINIATURE >SHOW MY BOW TIE TO THE HAMMER BOUNCER >TAKE ALL FROM THE CARTON >HIT THE CRAWLING CRAB WITH THE >GIVE ALL BUT THE RUBY SLIPPERS GIANT NUTCRACKER TO THE WICKED WITCH >ASK THE COWARDLY KING ABOUT THE CROWN JEWELS The word ALL refers to every visible object except those inside something else. If there You can use multiple objects with certain were an apple on the ground and an orange verbs if you separate them by the word AND inside a cabinet, TAKE ALL would take or by a comma. Some examples: the apple but not the orange. >TAKE THE BOOK AND THE FROG When you meet intelligent creatures, you can >DROP THE JAR OF PEANUT BUTTER, talk to them by typing their name, then THE SPOON, AND THE LEMMING FOOD a comma, then whatever you want to say to >PUT THE EGG AND THE PENCIL IN them. Here are some examples: THE CABINET >SALESMAN, HELLO >HORSE, WHERE IS YOUR SADDLE? You can include several inputs on one line if >BOY, RUN HOME THEN CALL THE you separate them by the word THEN or POLICE by a period. Each input will handled in order, >MIGHTY WIZARD, TAKE THIS as though you had typed them individually at POISONED APPLE. EAT IT separate prompts. For example, you could type all of the following at once, before Notice that in the last two examples, you are pressing the RETURN (or ENTER) key: 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 use the SAVE command. than your words. RESTORE - This restores a previously saved Basic Commands position. BRIEF - This command fully describe a RESTART - This stops the story and starts it location only the first time you enter it. On over from the beginning. subsequent visits, only the name of the location and any objects present will be SAVE - This saves a "snapshot" of your described. The adventures will begin in current position. You can return to a saved BRIEF mode, and remain in BRIEF mode position in the future using the RESTORE unless you use the VERBOSE or command. SUPERBRIEF commands SUPERBRIEF displays only the name of a place you have WAIT - Allows time to pass; effectively you entered, even if you have never been there do nothing while the game continues. You before. In this mode, not even mention can abbreviate WAIT to Z. objects are described. Of course, you can always get a full description of your location SCORE - Displays your current score and and the items there by typing LOOK. In rank. Typing FULL SCORE will show you SUPERBRIEF mode, the blank line between what you have done to earn your points. turns will be eliminated. This mode is meant for players who are already familiar with the Getting Hints geography. The VERBOSE command gives a complete description of each location, and the Stuck? We've hidden a hints document on objects in it, every time you enter a location, the Zork Grand Inquisitor Website. Search even if you've been there before. around to find it. _____________________________________ DIAGNOSE - This will give you a report of (c) 1997 Activision. Zork is a registered your physical condition. trademark of Activision, Inc. 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

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