MultiZork Command Guide
Lobby

Quick reference

How to speak Zork

Commands are not case-sensitive. Use a verb followed by an object: open mailbox, take lamp, or attack troll with sword.

Movement

north / n
Move north.
south / s
Move south.
east / e
Move east.
west / w
Move west.
northeast / ne
Move northeast.
northwest / nw
Move northwest.
southeast / se
Move southeast.
southwest / sw
Move southwest.
up / u
Move upward.
down / d
Move downward.
in / enter
Enter a place.
out / exit
Leave a place.
go <direction>
Move in a named direction.
climb <object>
Attempt to climb.

Looking and status

look / l
Describe your surroundings.
examine <object>
Inspect something.
inventory / i
List what you carry.
score
Show score and rank.
diagnose
Describe your health.
verbose
Always show full room descriptions.
brief
Fully describe rooms on the first visit.
superbrief
Use short room descriptions.
again / g
Repeat the previous command.
wait
Allow time to pass.

Objects and actions

take / get / grab <item>
Pick up an item; take all attempts all available items.
drop <item>
Leave a carried item.
open / close <object>
Operate a door or container.
read <item>
Read an object.
put <item> in <container>
Place one object inside another.
throw <item> at <target>
Throw an object.
turn on / turn off <item>
Operate a device.
move / push / pull <object>
Try to reposition something.
attack / kill <target> with <item>
Attack with an object.
eat / drink <item>
Consume something.
tie <item> to <object>
Attach objects.
listen / smell
Use another sense.

MultiZork additions

Chat: <message>
Message every player without advancing the story. Ghost messages appear as eerie whispers.
go
Start the game from the waiting room.
quit
Leave a waiting room.
leave group
Split from the party when the host allows party changes.
return to group
Rejoin an active party at a member's location.
join party member <name>
Join a specific available player and their location.
light on / light off
As a ghost, become or stop being an unearthly light.
Ghost movement
An independent ghost phases through closed and locked passages. A ghost grouped with a living player follows normal living movement rules.
Ghost objects
Ghosts cannot take, move, open, close, attack, or otherwise manipulate physical objects.
Back to Lobby
Use the screen button to leave safely.
Return to game
Rejoin an active game from the portal.
Resume saved game
Restore your character in an empty game.

Story controls

restart
Restart the story.
save / restore
Classic save controls; MultiZork also saves server-side automatically.
quit / q
Ask to quit.
version
Show version information.
script / unscript
Classic transcript controls.

Zork II and III

The original manuals use the same command system and recognized-verb list for all three Zork adventures. These forms become especially useful in the sequels:

wait / z
Pass one turn. Timed characters and events make this particularly useful in Zork II and III.
<character>, <command>
Ask another character to act: robot, open cage.
tell <character> to <command>
Long form of a character instruction.
take all / drop all
Act on several visible objects where the verb permits it.
take lamp. light it
Use a period or then for consecutive actions; pronouns can refer to the last object.
oops <word>
Correct a mistyped word in the previous command without retyping the sentence.

Other recognized verbs

Across the trilogy, Zork also understands context-dependent verbs including answer, blow, break, burn, count, cross, cut, deflate, dig, fill, follow, give, inflate, jump, kick, knock, lock, lower, pour, pray, raise, say, search, shake, slide, stay, strike, swim, touch, unlock, wake, wave, wear, and wind. If a sentence fails, try a shorter verb-object form.

Based on the original Infocom manuals for Zork I, II, and III. MultiZork additions are listed separately.