Sponsors:
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|___ / | | |_ _|
/ / ___ _ __| | __ | |
/ / / _ \| '__| |/ / | |
/ /_| (_) | | | < _| |_
/_____\___/|_| |_|\_\ |_____|
THE GREAT UNDERGROUND EMPIRE
FAQ/Walkthrough v 1.3
by TUI: The Unknown Individual
___ _ _ _
| _.|_ | _ / \_|_ / _ .__|_ _ .__|_ _
|(_||_)|(/_ \_/ | \_(_)| ||_(/_| ||__>
:::::::::::::::::::::::table of contents
1) Intro
2) Basic Sentence Structure
3) Common Verbs
4) Walkthrough
a) The Jeweled Egg
b) The Troll
c) The Dead Adventurer
d) Cyclops
e) Exorcism
f) A Quick Detour
g) Fighting the Thief
h) The Treasure Chest in the Reservior
i) Coal Mines
j) Eerie Silence
k) The End of the Rainbow
l) Row, Row, Row Your Boat
m) Ramses Coffin
o) Into the Tomb...
5) Ways to Lose
6) Treasure List
7) Useless Stuff
8) Outtro
___
| .__|_.__
_|_| ||_|(_)
:::::::intro
"Zork 1: The Great Underground Empire" is an old text-based adventure
game. The game plays much like a standard adventure with one major
exception: there are no graphics whatsoever. Each time you enter a
room, you are given a brief description of the room and its contents.
To perform an action, you type in a command.
This game is currently classified "abandonware," which means that its
owners have released their rights to it and it is now available for
download. You can get Zork I, Zork II, and Zork III all from
www.dosgames.com (as well as a bunch of other cool DOS games as well).
The idea behind Zork I is simple: find all nineteen treasures
scattered across the game and return them all to the trophy case inside
the white house. It's a lot harder than it seems.
_ __ __
|_) _. _o _ (_ _ .__|_ _ ._ _ _ (__|_._ __|_ .__
|_)(_|_>|(_ __)(/_| ||_(/_| |(_(/_ __)|_||_|(_ |_|_||(/_
::::::::::::::::::::::::::::::::basic sentence structure
Sentences in Zork I are very basic indeed, usually consisting solely of
a verb and a noun, and sometimes not even that complicated. Typical
sentences give an action and a direct object to perform that action on,
such as "OPEN CASE" or "GET SWORD."
Movement commands can be made as complicated or as easy as you want. To
move, you can use either the "GO" or "WALK" commands in conjunction with
one of 12 directions. You can also skip the verb if you wish, and merely
type the direction, i.e., "SOUTH." You can even abbreviate some directions
even further, i.e., "NW." The 12 directions Zork recognizes are:
NORTH SOUTH EAST WEST
NORTHEAST SOUTHEAST NORTHWEST SOUTHWEST
UP DOWN IN OUT
The second most important set of commands used in the game are "TAKE,"
"DROP," and "PUT." You can use these commands to take items from the
room, drop items in the room, and put items inside other items (such
as a trophy case, for example).
Ex: "TAKE SWORD" "DROP BELL" "PUT TREASURE IN CASE"
You can also compound these commands:
Ex: "TAKE SWORD, BELL" "TAKE ALL" "DROP ALL BUT SWORD, BELL"
Most commands are quite intuitive, and you should get the hang of it in
no time at all.
_
/ _ ._ _ ._ _ _ ._ \ /_ ._|_ _
\_(_)| | || | |(_)| | \/(/_| |_)_>
:::::::::::::::::::::::common verbs
Part A: Common commands and abbreviations
-----------------------------------------
AGAIN (G): Repeat previous command.
BRIEF: Commands the narrator to only describe a room the first time you
enter it. Subsequent visits will only result in the name of the
room and a list of items in it.
DIAGNOSE: Tells your current physical condition.
INVENTORY (I): Lists all the items you currently have.
LOOK (L): Describes the room you are currently in.
QUIT (Q): Quits the game.
RESTART: Restarts the game from the beginning.
RESTORE: Loads a saved game.
SAVE: Saves a game.
SCORE: Shows your current score, number of turns, and current rank.
SUPERBRIEF: Commands the narrator to never describe a room; only give
its name and items.
VERBOSE: Commands the narrator to always describe a room regardless of
whether or not you have visited it before.
WAIT (Z): Causes a turn to pass without anything occurring (for
instance, if you are waiting for a slight wound to heal).
Part B: Common verb list
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
\ /_.||_|_|_ .__ _ |_
\/\/(_||||_||(/_ \_| |(/_(_| |_
:::::::::::::::::::::treasure checklist
Treasures that require other treasures to get are marked with both the
name of the room they are in as well as the treasure required.
[ ] Brass Bauble (Up A Tree/Jeweled Egg)
[ ] Crystal Skull (Land of the Living Dead)
[ ] Leather Bag of Coins (Atlantis Room)
[ ] Golden Clockwork Canary (Thief's Hideout/Jeweled Egg)
[ ] Huge Diamond (Machine Room)
[ ] Ivory Torch (Torch Room)
[ ] Jade Figurine (Bat Room)
[ ] Jeweled Scarab (Sandy Cave/Ramses Sceptre)
[ ] Jewel-Encrusted Egg (Up A Tree)
[ ] Large Emerald (Frigid River)
[ ] Platinum Bar (Loud Room)
[ ] Posiedon's Trident (Atlantis Room)
[ ] Pot of Gold (End of Rainbow/Ramses Sceptre)
[ ] Ramses Coffin (Egyptian Room)
[ ] Ramses Sceptre (Egyptian Room)
[ ] Sapphire Bracelet (Gas Room)
[ ] Silver Chalice (Thief's Hideout)
[ ] Trunk of Jewels (Reservior)
[ ] Valuable Painting (Gallery)
_
/ \ _|__|_.__
\_/|_||_ |_|(_)
:::::::::outtro
Thanks to DKW001 for his Zork I FAQ that got me through the fight with
the Cyclops and that found the bauble. Thanks to my cousin for
suggesting the mirror warp and the first method for making the loud
room quiet. Thanks to my uncle who discovered the inflatable boat. And
thanks to everyone who put up with me playing this antiquated yet
insanely fun game.
All ASCII art by FIGlet: www.figlet.com
This has been a Zork I FAQ by TUI: The Unknown Individual.
This FAQ may only be found at:
http://www.gamefaqs.com
http://www.dh.net
TUI can be contacted at:
onceuponatimetherewasasquirrelwholived@hotmail.com
That is, Once Upon A Time There Was A Squirrel Who Lived At Hotmail
Dot Com
This FAQ is Copyright (C) 2002 by TUI, the Unknown Individual. Any
unauthorized reproduction of this document will be prosecuted under the
fullest extent of the law.
END OF TRANSMISSION...
|___ / | | |_ _|
/ / ___ _ __| | __ | |
/ / / _ \| '__| |/ / | |
/ /_| (_) | | | < _| |_
/_____\___/|_| |_|\_\ |_____|
THE GREAT UNDERGROUND EMPIRE
FAQ/Walkthrough v 1.3
by TUI: The Unknown Individual
___ _ _ _
| _.|_ | _ / \_|_ / _ .__|_ _ .__|_ _
|(_||_)|(/_ \_/ | \_(_)| ||_(/_| ||__>
:::::::::::::::::::::::table of contents
1) Intro
2) Basic Sentence Structure
3) Common Verbs
4) Walkthrough
a) The Jeweled Egg
b) The Troll
c) The Dead Adventurer
d) Cyclops
e) Exorcism
f) A Quick Detour
g) Fighting the Thief
h) The Treasure Chest in the Reservior
i) Coal Mines
j) Eerie Silence
k) The End of the Rainbow
l) Row, Row, Row Your Boat
m) Ramses Coffin
o) Into the Tomb...
5) Ways to Lose
6) Treasure List
7) Useless Stuff
8) Outtro
___
| .__|_.__
_|_| ||_|(_)
:::::::intro
"Zork 1: The Great Underground Empire" is an old text-based adventure
game. The game plays much like a standard adventure with one major
exception: there are no graphics whatsoever. Each time you enter a
room, you are given a brief description of the room and its contents.
To perform an action, you type in a command.
This game is currently classified "abandonware," which means that its
owners have released their rights to it and it is now available for
download. You can get Zork I, Zork II, and Zork III all from
www.dosgames.com (as well as a bunch of other cool DOS games as well).
The idea behind Zork I is simple: find all nineteen treasures
scattered across the game and return them all to the trophy case inside
the white house. It's a lot harder than it seems.
_ __ __
|_) _. _o _ (_ _ .__|_ _ ._ _ _ (__|_._ __|_ .__
|_)(_|_>|(_ __)(/_| ||_(/_| |(_(/_ __)|_||_|(_ |_|_||(/_
::::::::::::::::::::::::::::::::basic sentence structure
Sentences in Zork I are very basic indeed, usually consisting solely of
a verb and a noun, and sometimes not even that complicated. Typical
sentences give an action and a direct object to perform that action on,
such as "OPEN CASE" or "GET SWORD."
Movement commands can be made as complicated or as easy as you want. To
move, you can use either the "GO" or "WALK" commands in conjunction with
one of 12 directions. You can also skip the verb if you wish, and merely
type the direction, i.e., "SOUTH." You can even abbreviate some directions
even further, i.e., "NW." The 12 directions Zork recognizes are:
NORTH SOUTH EAST WEST
NORTHEAST SOUTHEAST NORTHWEST SOUTHWEST
UP DOWN IN OUT
The second most important set of commands used in the game are "TAKE,"
"DROP," and "PUT." You can use these commands to take items from the
room, drop items in the room, and put items inside other items (such
as a trophy case, for example).
Ex: "TAKE SWORD" "DROP BELL" "PUT TREASURE IN CASE"
You can also compound these commands:
Ex: "TAKE SWORD, BELL" "TAKE ALL" "DROP ALL BUT SWORD, BELL"
Most commands are quite intuitive, and you should get the hang of it in
no time at all.
_
/ _ ._ _ ._ _ _ ._ \ /_ ._|_ _
\_(_)| | || | |(_)| | \/(/_| |_)_>
:::::::::::::::::::::::common verbs
Part A: Common commands and abbreviations
-----------------------------------------
AGAIN (G): Repeat previous command.
BRIEF: Commands the narrator to only describe a room the first time you
enter it. Subsequent visits will only result in the name of the
room and a list of items in it.
DIAGNOSE: Tells your current physical condition.
INVENTORY (I): Lists all the items you currently have.
LOOK (L): Describes the room you are currently in.
QUIT (Q): Quits the game.
RESTART: Restarts the game from the beginning.
RESTORE: Loads a saved game.
SAVE: Saves a game.
SCORE: Shows your current score, number of turns, and current rank.
SUPERBRIEF: Commands the narrator to never describe a room; only give
its name and items.
VERBOSE: Commands the narrator to always describe a room regardless of
whether or not you have visited it before.
WAIT (Z): Causes a turn to pass without anything occurring (for
instance, if you are waiting for a slight wound to heal).
Part B: Common verb list
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
\ /_.||_|_|_ .__ _ |_
\/\/(_||||_||(/_ \_| |(/_(_| |_
:::::::::::::::::::::treasure checklist
Treasures that require other treasures to get are marked with both the
name of the room they are in as well as the treasure required.
[ ] Brass Bauble (Up A Tree/Jeweled Egg)
[ ] Crystal Skull (Land of the Living Dead)
[ ] Leather Bag of Coins (Atlantis Room)
[ ] Golden Clockwork Canary (Thief's Hideout/Jeweled Egg)
[ ] Huge Diamond (Machine Room)
[ ] Ivory Torch (Torch Room)
[ ] Jade Figurine (Bat Room)
[ ] Jeweled Scarab (Sandy Cave/Ramses Sceptre)
[ ] Jewel-Encrusted Egg (Up A Tree)
[ ] Large Emerald (Frigid River)
[ ] Platinum Bar (Loud Room)
[ ] Posiedon's Trident (Atlantis Room)
[ ] Pot of Gold (End of Rainbow/Ramses Sceptre)
[ ] Ramses Coffin (Egyptian Room)
[ ] Ramses Sceptre (Egyptian Room)
[ ] Sapphire Bracelet (Gas Room)
[ ] Silver Chalice (Thief's Hideout)
[ ] Trunk of Jewels (Reservior)
[ ] Valuable Painting (Gallery)
_
/ \ _|__|_.__
\_/|_||_ |_|(_)
:::::::::outtro
Thanks to DKW001 for his Zork I FAQ that got me through the fight with
the Cyclops and that found the bauble. Thanks to my cousin for
suggesting the mirror warp and the first method for making the loud
room quiet. Thanks to my uncle who discovered the inflatable boat. And
thanks to everyone who put up with me playing this antiquated yet
insanely fun game.
All ASCII art by FIGlet: www.figlet.com
This has been a Zork I FAQ by TUI: The Unknown Individual.
This FAQ may only be found at:
http://www.gamefaqs.com
http://www.dh.net
TUI can be contacted at:
onceuponatimetherewasasquirrelwholived@hotmail.com
That is, Once Upon A Time There Was A Squirrel Who Lived At Hotmail
Dot Com
This FAQ is Copyright (C) 2002 by TUI, the Unknown Individual. Any
unauthorized reproduction of this document will be prosecuted under the
fullest extent of the law.
END OF TRANSMISSION...
Sponsors:
Other files from this game:
- Zork solution by System on 09/03/2006, 09:50
- Zork solution by System on 09/03/2006, 09:50






