Zork I Folio

Zork I Folio Front

You're on the threshold of a whole new experience. For ahead of you is the extraordinary trilogy of the Great Underground Empire. And once you step through the door to ZORK, you leave the world of arcade games and trite fantasies behind, and enter the dimension of your imagination.

You don't just play the ZORK trilogy -- you become part of it. Every plot, every puzzle, every personality has been honed and perfected to make your experience uniquely realistic and involving. Perhaps that's why all three ZORK adventures are among the most popular computer games in history.

Even the way we put the trilogy together is unique. ZORK I, II, and III all share a common thread, yet each is a complete and seperate story unto itself -- so you can play them in any sequence you choose.

ZORK I: The Great Underground Empire confronts you with perils and predicaments ranging from the mystical to the macabre, as you strive to discover the Twenty Treasures of ZORK and escape with them and your life.

ZORK II: The Wizard of Frobozz takes you to new depths of the subterranean realm. There you'll meet the Wizard, who will attempt to confound your quest with his capricious powers.

ZORK III: The Dungeon Master is the test of your wisdom and courage. Your odyssey culminates in an encounter with the Dungeon Master himself, and your destiny hangs in the balance.

What's so different about Infocom games?
To start with, they're 100% prose -- all words, no pictures. But it's the way the prose is written that really gives our games a whole new dimension.

An Infocom game involves you in the story more than other computer games do, because our program doesn't come between you and the story. The secret is our special "command parser", which in non-computerese means that interacting with an Infocom game is just about as easy as talking.

Thanks to our parser, you don't have to play guessing games to find the command the program will accept. The game recognises over 600 words, including adjectives -- and should you hit upon a command it doesn't understand, it'll even tell you which word in your sentence is causing the confusion. The parser even lets you use more than one object in a command. The fact is, a command like FLOYD, PUT THE MONSTER AND THE GREEN MONKEY INTO THE IRON CAGE THEN LOCK THE DOOR AND THROW AWAY THE KEY, which would stump any other computer game, is a piece of cake for our games.

All of which boils down to this: When you play an Infocom game, you're interacting with stories written by master storytellers, instead of fighting with programs written by programmers.

Zork I Folio Back Come up for air and discover these Infocom bestsellers!
DEADLINETM, the first great mystery of the computer age.
The WITNESSTM, a hard-boiled whodunit thriller of the Thirties.
STARCROSSTM, our astounding science-fiction mindbender.
SUSPENDEDTM, the cryogenic nightmare on the edge of the far future.
PLANETFALLTM, the spectacular comedy of the last frontier.
ENCHANTERTM, the inception of a spellbinding series in the Zorkian tradition.
INFIDELTM, the original action classic from Infocom Tales of Adventure.

Step up to Infocom. All words. No pictures. The secret reaches of your mind are beckoning. A whole new dimension is in there waiting for you.


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