The Great Underground Empire · Tronsoft Games · Version 1.1.0
Launch the game from the Tronsoft Games library. You begin in an open field
west of a white house. Type a command at the > prompt and press
Enter, or click the buttons around the screen if you would rather not type.
A good opening: OPEN MAILBOX, then READ LEAFLET,
then explore. The house is boarded at the front — try the back.
The display reads top to bottom, and the story always comes first.
| Area | What it holds |
|---|---|
| Status bar | Game title, your current location, the turn count and the clock |
| LOCATION pane | Room name, a short summary, and a button for every exit |
| STORY pane | The narrative and your command prompt |
| PLAYER pane | Your meters — score, treasures banked, light and carried items — and your inventory |
| Context actions | Bands of ready-made commands, directly beneath the story |
| Quick row | Map, Journal, Inventory, Save and Settings |
Play by typing, by clicking, or by mixing the two. Every button has a typed equivalent, shown as a tooltip when you hover it.
| Input | Effect |
|---|---|
| Type at the prompt | Enter any command, then Enter |
| ↑ / ↓ | Recall previous commands |
| Exit buttons | Travel in that direction |
| Context-action buttons | Send a complete command such as Open Mailbox |
| Quick row | Open the map, journal, inventory, saves or settings |
The bands beneath the story are the heart of click-play. Each button is a
complete composed command — Go North,
Attack Troll with Sword, Put Emerald in Case —
not a verb waiting for a target.
| Band | Contents |
|---|---|
| Movement | Every exit from the room you are standing in |
| Objects | What you can see here: examine, take, open, use |
| Characters | Talk to anyone present, and ask them about topics |
| Inventory | Contextual actions for what you carry, such as Turn On Lamp, Light Candles or Tie Rope to Railing |
Three characters will answer you: the troll, the thief and the cyclops. Use
TALK TO THIEF, or ask about something specific with
ASK THIEF ABOUT EGG. The Characters band offers both as buttons
whenever someone is present, and everything said is kept in the Talk Log tab of
the Journal.
The Settings dialog offers a green or amber phosphor theme, four text sizes, and quick access to Help, About, Hint and Restart. Your theme and text size are remembered between sessions.
| Command | What it does |
|---|---|
LOOK | Describe the room again |
EXAMINE <thing> | Inspect something closely (also X) |
TAKE / DROP <thing> | Pick up or put down an object |
INVENTORY | List what you are carrying (also I) |
NORTH SOUTH EAST WEST UP DOWN | Travel (also N S E W U D, and NE NW SE SW) |
ENTER / CLIMB | Go into or up something |
OPEN / CLOSE <thing> | Operate doors, containers and windows |
MOVE <thing> | Push or shift something aside |
TURN ON LAMP / TURN OFF LAMP | Control your light source |
ATTACK <foe> WITH <weapon> | Fight |
SAY <word> | Speak a word aloud — some places listen |
PUT <treasure> IN CASE | Bank a treasure for points |
HELP / HINT | Command list / graded hints for where you are |
The parser is forgiving. It accepts synonyms, corrects near-misses
(TAKE SWROD → “Did you mean the sword?”), examines a bare object name,
and suggests what actually works if you try a verb it doesn’t know.
ZORK I is turn-based and waits for you indefinitely. One command is one turn.
The move counter advances on actions that change the world; looking things up
(HELP, QUESTS, SCORE) costs nothing. There
is no timer and no real-time pressure — think as long as you like.
The world is 48 rooms connected by compass directions plus UP,
DOWN, IN and OUT. The left panel always
lists the exits from your current room, and the right panel shows a regional map
and your treasure count. Some passages are one-way: once the trap door slams
behind you, you must find another way home.
TURN ON LAMP before you descend. The ivory torch also lights your way —
and is itself a treasure.
Combat is puzzle-like, not statistical. There are two fights, and each needs the right tool: a troll blocks the passages east and west (the elvish sword settles it), and a thief guards his hoard (the nasty knife from the attic). The cyclops cannot be fought at all — he must be frightened away by a name he remembers from an old story.
The maximum score is 237, made up of:
Type SCORE at any time. The top bar shows your score, the maximum,
and your move count; the quest panel tracks how many treasures you have banked.
Recover all fifteen treasures and PUT each one IN CASE
in the living room (OPEN CASE first). When the last treasure is
banked, a hidden panel reveals a map to a stone barrow. Travel to
West of House, go SOUTHWEST, and ENTER
the barrow to win with a perfect score.
You can die by walking in the dark, or by pressing the blue button in the
maintenance room and flooding it. Death ends the story; type
RESTART to begin again or RESTORE to return to a save.
There are no unwinnable states caused by lost objects — the thief’s hoard can
always be recovered.
SAVE | Save to the slot named “quick” |
SAVE <name> | Save to a named slot |
RESTORE / RESTORE <name> | Reload a save |
SAVES | Open the save manager (create, restore, delete) |
RESTART | Begin the adventure again |
TRANSCRIPT | Review or download your session log |
The Save button in the quick row opens the save
manager, where you can create, restore and delete named slots. Saves live in your
own browser under the key tronsoft_zork_i_saves, with theme and text
size under tronsoft_zork_i_theme and
tronsoft_zork_i_textsize. They are local to your machine and are
never transmitted anywhere.
Type HINT. Hints are graded: the first nudges, the second points,
the third tells you outright. They are chosen from where you are standing and what
you have already achieved, so ask again after you move.
© 2026 Tronsoft Games. See LICENSE.txt and docs/credits.txt.