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The Infocom Bugs Listby C.E. FormanThe following list is an effort to collect all known bugs in all Infocom interactive fiction games. Games are listed in alphabetical order, with details of each bug following. Be aware that Infocom released several versions of most games and that some of the bugs listed here have been fixed in the more recent releases. Where possible, I have made every effort to personally ensure the validity of the information I received, but due to lack of access to all versions of all games, I occasionally had no choice but to rely solely on the word of contributors. Also where possible, I have included the specific versions of games in which the bugs will work. You can find the release and serial number of your own copy by typing VERSION at the prompt. In this document, the format for the version number is listed as follows: Release-Number/Serial-Number. Bugs that were originally mentioned in the New Zork Times "Exterminator" columns are indicated by an [NZT] icon. I should also mention that this list covers only the most noteworthy oddities -- invalid responses, crashes, printed garbage, or other unusual but easily recognizable errors. I have neither the time nor the inclination to uncover every minor bug in every version of the Infocom parser, so you won't find anything like that here. What you will find is a set of (hopefully) interesting things to try in some of those old adventure games you still may have lying around gathering dust.
Beyond ZorkIf you go to the Pool of Radiance, then type "DIP ME IN POOL" (as opposed to "GET IN THE POOL"), it will say that you see yourself in the pool, even though you really aren't. However, you will now be unable to interact with yourself ("EXAMINE ME," "POINT WAND AT ME," etc.) for the remainder of the game, unless you are at the pool. There is no way to get "yourself" back out of the pool once you "put" yourself in. This works in any version.In early versions (47/870915 and possibly 49/870917), you can take the hurdy-gurdy away from the Monkey Grinder using the levitation wand. He'll still be able to use it against you, though. I've also received several reports of the "Butterfly Bug" in earlier releases. You were able to sell the butterfly in any of the shops, but it would still follow you around, enabling you to sell it again and get infinite zorkmids. It was even possible to win the game without obtaining the Crocodile's Tear by doing this. The version included with LTOI (57/871221) has this one fixed. Also fixed in LTOI is a bug which allowed you to read the scroll of recall, then walk onto the lava without the aid of the ring of shielding. For some reason, the potion of forgetfulness doesn't seem to erase your map in the LTOI version, although it did in earlier releases. Not sure whether this is a bug or an act of kindness on the part of Infocom. DeadlineIn the earliest version of Infocom's classic mystery (26/821108), after the murder of Ms. Dunbar, two Dunbars would sometimes be present -- one living and the other dead![NZT] In the earliest release, the bathroom door on the first floor was impossible to open. "OPEN DOOR" would generate the response, "Which door do you mean, the door or the south closet door?" Answering "THE DOOR" would start the process all over again. * Some versions don't recognize the player as being in the room when he's sitting on a piece of furniture. For example, sitting on the couch and typing, "BAXTER, TELL ME ABOUT ROBNER" would respond with "You can't see any me here." * The six-letter recognition system used by Infocom's early parser often created problems. "LISTEN TO THE GARDENER" would generate a reply of "The roses make no sound." The game, looking at the first six letters, recognized "GARDEN" and "GARDENer" as the same word. EnchanterA well-documented bug in the earliest version (10/830810) allowed the player to fill the jug anywhere in the game simply by typing "FILL JUG" (provided that there was at least a small quantity of water already in it). A similar error allowed the player to obtain any spell he wanted simply by typing "GNUSTO Normally, if the player continues to wander around without sleep for long enough, he'll drop from exhaustion. If you happen to be near the Engine Room when this occurs, however, you won't be able to sleep because of the noise. After you drop, try typing "DIAGNOSE," and you'll see garbage for the description of how rested you are. Repeat this several times, and eventually you'll start seeing the Rainbow Turtle's dialogue mixed in. This one works in all versions, including the one in LTOI (29/860820). Here's a bug that erases the entire contents of your spell book. At the Landing, enter the following sequence: "MEMORIZE BLORB. EAST. KULCAD THE STAIRS. CAST BLORB ON ME." When Belboz restores you to life, your spell book will be empty when you try to read it! You can do this in any version. [NZT] In an old version, sending the turtle into the temple would be interpreted by the game as though you'd gone in instead, and you would end up dying. * Casting Guncho to dispel the magic in the rope around the jewelled box would work, but the box would be empty, and typing "LOOK" would make the rope visible. Also, the portrait in the gallery would disappear if you moved it and typed "LOOK." [NZT] You can "LIGHT THE TORCH" anywhere in the game, regardless of whether or not the torch is present. (There was only one version, so this one's still out there.) After you put the beam in the niches, if you type "GET BEAM" from anywhere in the game, you fall into a pit of rats. * Filling the silver chalice when it's already full responds with "The silver chalice is filled with water. The silver chalice is now empty." * The container bug from Starcross and Zork I is also here. When you encounter the rats in the steam tunnels, try escaping them by climbing on the coaxial cables above you. Eventually the rats will swarm up and start to bite you, making you fall. But if you try letting go of the cables before they do this, you'll get two descriptions of your death -- one sayi
ng that you let go of the cables, and the other saying that the rats bit you and made you fall. [NZT] Ordering Floyd to take an item was interpreted by the game as if the player typed "TAKE FLOYD." * Taking the fused bedistor, then dropping it, would make it impossible to pick up again, since the game thought it was still fused to the socket. * Floyd would bring you the shiny fromitz board over and over. [NZT] As in Enchanter, you could TAKE any spell scroll at any point in the game, no matter where it was. You could even get a second Aimfiz scroll this way. If you're playing the first release, it's impossible to offer the merchant an exact number of zorkmids in exchange for the magic carpet (for example, you can't "OFFER 250 ZORKMIDS"). All you can do is offer him the opal or the coin. Also in the first release, typing "THANKS" gives you the response, "How do you do that with a And then there's the famous Girgol/Blorple bug that caused quite a commotion in the rec.games.int-fiction newsgroup a couple months ago. Normally, if you try to get by the ogre by casting Girgol, the scroll and gold box will be frozen in time and you won't be able to take them until the spell wears off, at which point the ogre will come in and kill you. But casting the Blorple spell on a non-magical object, and then waiting in the Nondescript Room until Girgol wears off, would allow you to exit and take the Espnis spell and gold box without being killed by the ogre. There was considerable disagreement as to whether or not this was really a bug, but I recently discovered that, in the second release (version 87/860909), included with LTOI, the Girgol/Blorple solution to the ogre's cave does not work. Apparently the folks at Infocom decided that it was in fact a bug--Told you so!--and removed it from the game. Similarly, trying to shake an object would put the game into an infinite loop. This one has apparently been fixed, substituting the cute response, "You can't take it; thus you can't shake it." [NZT] You were once able to get the red rod from the grue's nest by typing "NEST, DROP ROD." * Climbing the tree and typing "THROW HANDS" once resulted in, "The pair of hands sails away, drifting in a long arc towards the ground." In any release, you can configure the game on the second move, not just the first. This means you can make one move (most likely picking up an object) and then re-configure the game to put the robot with the object in a better position. This can be a great time-saver if used correctly. While you can walk northeast from East End to the Alpha FC, there is no direct route back from Alpha FC to East End, and no indication that this is a one-way corridor. An attempt to backtrack results in the standard "You can't go that way" message, despite the fact that it directly contradicts the map. To get back to East End, you have to walk south through Primary Channel and Beta FC. When you're on the paper bird above Nagasaki, and you hear the plane approaching, type "LISTEN." You'll die, but the message will be the same as if you'd still been on the ground rather than flying on the paper bird. [NZT] You could "GET A DRINK" anywhere in the game. * If a player got into the shower or the broken window, he would become trapped, as the game would think you needed to get up first, because it thought you were sitting in the chair. [NZT] In early versions, shaking an open container that isn't empty may crash the game. * In early versions, you can bump your head on things such as the river by trying to enter them. * Commands such as GO DOOR or GO TREE can send players into bizarre locations. Type "KILL THE WIZARD," and you will get the following reply: This text clearly belongs much later in the game, after you've freed the demon and ordered him to kill the wizard. In older versions (not the one in LTOI), you were able to give commands to inanimate objects. For example, you could say "AQUARIUM, GO EAST," and the game would say "The aquarium has left the room." Typing "AQUARIUM, EAST. EAST" would result in a message saying that you have died, but in reality it is the aquarium that has "died." I don't have an older version of Zork II to confirm this myself. Also in early versions, you could take immovable objects by reading them. For instance, "READ UNICORN" will (provided the unicorn is actually present in the first place) reply: Another example: Reading the stands on the Wizard's workbench will let you take them, even though the game claims they are firmly bolted to the table. However, since the text about the stands is a part of the room description, they remain attached to the table, even if you're carrying them, and even if you drop them elsewhere, even though the table itself doesn't move along with them. Yet another early Zork II bug: If you looked into one of the three spheres when they were all in the same place, the game would recursively describe the room as seen through each sphere, which would overflow the interpreter stack. I've also had a parser bug in early Zork II releases brought to my attention by several people. It stems from having two objects of the same color in the same room, and then referring to the object simply by its color, for example: Another minor parser bug: Restart the game, and try using a pronoun in your first command, such as "EXAMINE IT." You should get the reply: This happens in other games running early versions of the Infocom parser, but I first noticed it with Zork II. Another bug in the early releases actually let the Dungeon Master follow the player outside the endgame area if you knocked on the dungeon door a second time, from the inside. LTOI doesn't have this one either. After you've climbed down the rope to the cliff ledge, you can't climb back up again with the chest. However, typing "CLIMB THE ROPE" (as opposed to "CLIMB UP THE ROPE") will make you climb DOWN the rope again, putting you at the cliff base, even though the rope ends a few feet above the cliff ledge! This one's present in the version included with LTOI. When you get to the Dungeon area, try this (in any version): Or this: The last message appears even though you are holding the staff! Very surreal. I'm still scratching my head over these. [NZT] At the very end of the first released version of Zork III, the sword was often a source of trouble. If the player happened to be holding the sword when he/she was in cell #4, the game would crash when the player asked the Dungeon Master to push the button. This was because there were two different possible exits to the north, and the sword routine got confused when it checked the adjacent rooms to see whether or not the sword should glow. Infocom's testers didn't find this originally, because they'd been leaving the sword to block the beam of light. * It's possible to get the Dungeon Master to follow you beyond the Dungeon area, if you get beyond the door, drop one of the items you need, then knock on the door again, from the INSIDE! It's even possible to get the DM stuck in the area from Zork I. Speaking of contributors, if I've somehow forgotten to add your name here and I've screwed up everything else with this list, so that wouldn't surprise me in the least), just let me know and I'll update it and post a revision. Contributors: Tim Anderson, Daniel Dobson, Paul David Doherty, Roger N. Dominick, Allen Garvin, Neil K. Guy, Eric Smith. Special thanks to Paul D. Smith for his Table of Infocom Games, which I used extensively as a reference in preparing this article, and to Alex Wai for forwarding the bugs listed in the New Zork Times "Exterminator" columns. |