Underground Empire
In the first on his series of Infocom adventures, Ken Matthews pun-ishes Zork I and Zork II
WARNING! This article contains spoilers. Avert your eyes!
OFTEN in scientific research it is necessary to use a 'reference material' -- a standard against which all new and unknown materials could be measured. When developing my love-hate relationship with adventure games on my Atari I happily discovered an analogy in that gΓ©nre -- the Infocom Adventure.
Any company producing an all text adventure that is placed in the top seller lists of the vast American market is worthy of note. Any company whose titles do so regularly and seem to remain there permanently is truly remarkable. Infocom is a truly remarkable company.
Adventure is, to me, too restrictive a term for an Infocom title -- each is an experience, limited only by your imagination. They are characterised by being all-text but have a vocabulary of around 2000 words and a command analyser that handles inputs like "take all the books except the black one and burn them" with contemptuous ease and devastating speed. Location descriptions and the results of some actions may run to several screen pages of text. Many, many times I have sat back from the machine shaking with laughter at the extraordinary humour of some of the comments I've received from the programme. This originality and humour is carried over into their advertising and game aids which are both lavish and brilliant in concept execution.
I could go on for pages singing the praises of these epics of adventure but I must get on with the job of giving those of you already converted the help you'll undoubtedly need -- because above all else, Infocom games are generally tough. To the rest of you I'll just say if you haven't tried one do it! you'll be richer for the experience.

A couple of points before we begin. In any Infocom adventure you need all senses (including the sixth!); manipulate and examine carefully everything you may come across -- it may cost you dear or may just save your life. Remember that location descriptions are lavish and much detail is included for atmosphere and effect so don't spend too much time trying to figure out what to do in a particular place unless you're sure you must do something to progress.
Zork I sets us out in reasonably tranquil surroundings, near a secluded woodland house, and you might begin by taking a little stroll around the woods and riverside -- it might be the last daylight you see for a while!

Entering the house you'll soon find all the items you need to begin the quest in earnest -- what's a grue? -- don't ask me -- ask the program. The way forward is down, so put your back into it and beat that rug!
All aglow? -- get yourself bloodied! -- it's easier than you might think and allows access to almost all of the Underground Empire.
By all means explore the caverns thoroughly and drink in the wealth of description, but be prepared to lose anything you might pick up to the rather pragmatic thief -- even if you put up a fight. Still, I'm sure he's a deft and careful lock-pick...
Moving on, after a short drop, might see you at the doors of Hell with a heavy burden and another light source -- it might seem you don't have a prayer(?) -- you could try a little exorcise instead.
You should be back at the house now with some treasures and nowhere to put them but -- just in case you've forgotten something, be sceptrecal and remember that waves go with water and rain is water and...
Damn and blast? -- not so easy but still quite simple, just find the right button and success is just a turn away!
A short while later and it's time to get your feet wet, or at least a little muddy. The next few moves are simplicity itself and most profitable. If you want to add to your collection you might get really tactile with a mirror or perhaps just let things (and you?) slide a bit.
It could be the time, or at least opportune, to make a little ride -- provided you now have the means to explode something -- or do I mean blow it up? This part is a little tricky although full instructions are given -- if you can manage it you should feel buoyed up by your success.
Having done all the easy parts, it's now time to get to the nitty gritty -- don't turn up your nose, try to get someone else to turn up theirs! Voila! Haute Cuisine? Phew! That's got round it.
You may well find your light source has become lethal! So it's back to the battery back-up. Leave the torch somewhere safe or you might end up a basket case (?) trying to find it again. And so to the bottom of the mine and a squeeze much too tight for anything more than you alone, so if you need to get things by -- think back to the top of the shaft and let a little light down on the subject. Now things will be a lot clearer and you should be able to change some carbon from one allotrope to another with just one more "turn".
Last, but by no means least, we must return to the maze. You may or may not be able to recover all of the treasures you've passed on the tour of Zork due to the limits of strength and the wanderings of the surly thief. If you've got all you can, store them and equip yourself with as many other items as possible before going in the maze.
Hopefully, if you've progressed to Zork you won't need help in mapping mazes. However, you need to ber patient as a certain nefarious character pursues you through this one moving the items you've dropped -- don't forget there are ten directions in which you can move. One last hurdle -- a relic from Greek mythology. There are two ways past him, either satisfy the inner man, or cyclops, or perhaps you could study the book a little more closely for a clue to a more beneficial solution -- the clue could be a myth however.
Now -- the showdown! -- it will be unlike any other battle you have ever fought; the excitement builds, description is excellent though seldom repetitive and it is by no means certain you will win, although if you've scored enough points you'll have the upper hand.
Once your arch-foe is defeated you can gather the rest of the treasure and any items you had 'lost' and return them to the case. Oh yes! Is the canary winding you up? -- get your own back -- in the right place of course.
Still one problem? -- try leaving the dam how you found it and, if you get there quickly, thinks should quieten down a bit.
Just the last door to close and a close look should show you the way through to...
Zork II -- The Wizard of Frobozz was the part of the trilogy I found the most difficult. It was eventually solved after some nudging in the right direction from fellow Atari Adventurers Sherry Ward of Norwich and Liz Armedzi of Chatham.
The game begins where Zork I leaves off. You don't need to have played Zork I first but perhaps some of the atmosphere and 'in-jokes' might be a little lost on the newcomer.
Starting Zork II is plain sailing and you should soon cross the ford and make your way to a picturesque underground garden without needing your lamp. You needn't collect all the stuff you find in the gazebo just yet, merely examine it and think where the item could be used. From the topiary you can light your lamp and begin to explore in earnest.
A bit off balance in the carousel room? Don't worry for now, I'm sure you'll deal with it later. Just remember there are eight exits and try to map as many as you can. It seems that there are treasures to collect somewhere -- try the hard bit first and start with the bank!
Experienced Zorkers will know that magic abounds in the Empire of Frobozz and the bank is one example found in Zork II. This time it's not all done by mirrors but by curtains -- I'm sure you'll see what I mean. Read the free clue sheet carefully and see where you end up considering where you entered the Depository -- you can enter from all four directions -- if you found and solved the small (but roomy) problem, your face should be a picture. The brochure tells all, just do like the teller and you will be rewarded on your next trip through the curtain.
You'll have to leave empty-handed at first but don't panic, just remember the last bit and try again!
Now you should have encountered a nasty dragon and a wall of ice -- if only you had a flame thrower? Perhaps, with a little persistence in your attacks you could obtain one or at least get things moving in the right direction.
A sleeping woman? -- seems familiar -- be a little amourous then follow her lead to get your real reward.

If you're stuck at a locked (and unguarded) door just think back to childhood comics and take a close look into the keyhole -- remembering the gazebo might help as well.
Next a flight of fancy or a fancy flight? M Montgolfier would have been quite at home with the receptacle and a couple of items from the gazebo. The case of ups and downs is simply open and shut but don't forget to tie up those loose ends.
The only problem in this part is in a dusty room, you could try bricking up the hole but check your fuses before this crowning achievement!
Stumped by a riddle now? Well, well! I think you should get that without any help. Have a nice cup of tea while you think about it and you should soon be able to pour all your troubles away.
At last -- a helping hand, so make use of it in a tight spot for starters and get your problems lifted from your shoulders. Just before you leave make sure your friend gets things in shape for you. It might seem strange but a little thudding could prevent some dizzy mix ups later.
One your own again? Some glass could diminish the magnifying snags and save you from a lot of tears.
By now you should be ready for the final challenge of the game and face to face with an ominous looking lizard who seems to be considering you as lunch -- unless you can offer an alternative!
So, to the centre of things in the Wizard's Workshop and time to examine the items therein and discover you may just be a sphere short. The Wizard's quarters should divert you for a while till you reach the clear conclusion.
If you're going to tackle a certain serpent make sure you keep a little distance between you and it or it won't be him making his last gasp. If you do succeed the end should be clearer still.
It's time to take control by putting it all on the line or inside them. The result will be a little startling but take heart -- you might be able to win him over if you've managed to pick your way through the rest of the game and gathered a few valuable 'trifles'. Thus you can usurp the source of the Wizard's power.
Make use of your new found power, straight away, to get rid of the game's real heavy weight and recover the last item you'll need to finish.
You take a little break from your labours before the home straight by trying a home run in the style of the famous 'Babe' Flathead. You will recall that baseball is played on a 'diamond' -- if you've picked the right route, it'll all be looking brighter move by move until the way forward is revealed.
The last few steps shouldn't be too difficult once you've tamed the pooch. Your trusty lamp should be fading now but, if you're at a dead end, try giving you and it a rest -- you might find that just a little illuminating too!
Before I sign off for this month, I'll mention just one more facet of the Infocom experience -- when you've finished the adventure, don't just put it to one side with the pride you should justifiably feel -- go back over some of the points you've discovered and the characters you've met. You are sure to have missed several interesting and amusing points, even if it's only a new way to die. An invaluable aid in this 'mopping up' is the Infocom Invisiclues book and map which are now available at about Β£7.00 from the best adventure stockists. The production is, as usual, very lavish and in many ways a natural extension of the game. I was given a secondhand guide to Zork II and III after I'd finished them (honest!) and I was amazed at the subtleties and nuances I'd missed. For example in Zork II you might try giving a treasure to the Dragon, kissing the Wizard or Dragon, reading the bills, coins and stamps or squeezing things.
That's it for now so, I look forward to seeing you all next month when I shall cover Zork III, Enchanter, Sorcerer, or, if my clues above aren't enough to get you through, hearing from you on the Adventureline on 04474-334008.

This article appeared in
Micro Adventurer
Mar 1985
These historical, out-of-print articles and literary works have been GNUSTOed onto InvisiClues.org for academic and research purposes.