Screening Room: Strategy
Zork I
WARNING! This article contains spoilers. Avert your eyes!

AVAILABLE FOR: Apple, 48K; Atari, 32K; Commodore 64; IBM PC/PCjr, 48K; TI-99/4A, 48K; TRS-80 I/III/4, 48K; all versions on disk. Infocom, Inc., 55 Wheeler St., Cambridge, MA 02138; (617) 492-1031. $39.95. (Commodore version from Commodore, TRS-80 version from Radio Shack). TYPE: Text adventure
IN BRIEF: The world of Zork is a great place to visit, but you wouldn't want to die there.
When the game begins, you find yourself standing in front of a boarded-up house. Everything seems harmless enough at first. But after a few hours of letting your curiosity lead you through forbidding passages and dark hallways, you find there's a lot more to the territory than you first expected. Treasures, a nasty troll, and confusing mazes are only a few of the things you'll encounter.
For a little assistance on your trek through this dangerous and puzzling land, examine the map and read on.

đ The pile of plastic at the base of the dam does have a use, but you're going to need the air pump from the north shore of the reservoir to find out just exactly what it is.
đ Don't waste lights. Use alternate sources when possible.
đ There is a simple way to keep the vampire bat from attacking you. You'll find it in your lunch bag.
đ True, coal isn't much of a treasure, but just think what you could make out of it if you had the right amount of pressure. (Hint: Think of the old song, "Pressurized Coal is a Girl's Best Friend.")
đ Before entering the house, search the premises a little; you may find something that will be of use to you later.
đ Hold onto the jewelled egg. You can't open it, but maybe someone else can-someone who's used to picking locks, perhaps.
đ Don't even think of carrying all the treasures you've found. A good safe place for them is somewhere in the house.
CHARLES ARDAI, 14

This article appeared in
K-Power
Nov-Dec 1984
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