Failure states in the Zork trilogy + Trinity (data in OP)

OPEN SPOILERS FOR ZORKS I, II, III, and TRINITY

Deaths for all four games based on the JIGS-UP routine:

Here are the zombie states I have identified for Zork I (thanks to zarf and Lava Ghost for contributing)
  • Lighting the candles with the torch
  • Eating the garlic
  • Running out of lamp batteries before solving the coal mine puzzle
  • The thief stealing something necessary
  • Flooding the maintenance room before taking needed items
  • Killing the thief before solving the egg puzzle
  • Damaging the egg
  • Thief dropping items in untenable locations (torch beyond gas room)
  • Dying (can no longer earn 350 points)
  • Candles burning down
  • Destroying needed objects by throwing them in the river, putting them in the diamond making machine, the painting
  • Running out of lamp batteries before completing the coal mine (whether just failing to make progress or getting messed around by the thief)
  • Descending the trap door for the first time without the lamp (zarf)
  • Giving treasures or the lamp (others things? hard to test) to the troll (Mike_G)

Zombie states for Zork II (incomplete)
  • Running out of lamp batteries (highly probable due to wizard activity and carousel room)
  • Misusing the clay brick
  • Misusing the cakes
  • Getting stuck at the top of the well (I think the bucket descends after a set number of turns)
  • Getting bailed out by a gnome (they take a treasure)
  • Put the letter opener in the keyhole without first putting the mat under the door
  • Getting FLOURESCEd
  • Wasting the grue repellent
  • Ask the demon for something non-productive
  • Ask the demon to move the menhir (draconis)

Zombie states for Zork III (incomplete)
  • Failing to complete the lake area before the earthquake
  • Breaking the ladder in the Royal Puzzle
  • Getting light sources wet in some cases
  • Wasting the grue repellant
  • Getting stuck during the DM’s master game
  • Attacking the man at the cliff
  • Refusing to give up the chest
  • Killing the shadowy figure
  • Attacking the old man
  • Messing up the jewel heist
  • Eating the waybread

Zombie states for Trinity (incomplete)
  • Leaving Kensington gardens without the gnomon (I think? Or would that just be really tedious)
  • Failing to pick up dropped items near the omega door (Kensington Gardens)
  • Destroying the bag of crumbs by putting it in the pond
  • Chopping down the tree without pushing it northward
  • Leaving the lemming (are there other things?) in the shack after completing the spell
  • Wasting the one icicle
  • Leaving the Neptune door (Ivy Mike test) without the coconut
  • Entering the Mercury door (star wars) without the skink
  • Entering the Mercury door without something to break the ice
  • Leaving the Mercury door without killing the skink
  • Entering the Libra door (Soviet test) without the birdcage
  • Leaving the Libra door without a lemming
  • Entering the Pluto door (underground test) without the splinter
  • Leaving the Pluto door without the skink
  • Leaving the Pluto door without the lamp
  • Entering the Mars door (Nagasaki) without the paper
  • Leaving the Mars door without the spade
  • Crossing the river without the lamp
  • Crossing the river without the crumbs
  • Crossing the river without the walkie-talkie
  • Crossing the river without the lemming
  • Crossing the river without the boots
  • Crossing the river without the emerald
  • Running out of time beyond the Alpha (Trinity test site) door
  • Wasting or destroying the crumbs beyond the Alpha door
  • Run out of lamp batteries before retrieving items from the reservoir
  • Let the lemming go in the wrong place
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Wow, this is actually really helpful! This time, I may not end up in a big fail state in Zork III… :sob:

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Zork III is the smallest of the three, but there are still plenty of dead ends!

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You can eat the candy in Zork 2, I think.

There’s quite a few ways to strand yourself in the dark. Descending the trap door without the lamp is the first and easiest. (I suppose you have a small chance of getting above ground if you know the route, but in practice, you die.)

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You can’t eat them, at least not in R63:
Such rich food would probably not be good for you.
Though returning to the Alice area reminds me that I need a “misusing the cakes” line item

The trapdoor is a great catch, I think one-way exits can cause a lot of trouble (by design, I’m sure)

Just to keep things straight, I’m going to edit the OP if new items are suggested.

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In Zork II, asking the demon to move the menhir should be a separate bullet point, I think. It lets you continue and make progress, but without the wizard’s wand, you can’t actually finish the game.

By the way, most of our readers will understand this, but I should note for context: Infocom almost certainly never made this catalog during development!

The designers would have been fully aware of all these failure states, and were happy to leave them in their games. (And some of them, like “asking the demon to move the menhir”, were deliberate red herring solutions to puzzles.) But there was no concept of “too many” or “gee, that’s an awful lot of ways to get screwed” or even “more than the last game?”

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Yeah, that’s a good point. It’s not obviously a mistake based on the feedback (IIRC). According to the Invisiclues, early versions didn’t require the wand? Not sure how early.

Right. This all would have been typical game authoring stuff for them and others, too. It’s interesting to me for conversations about play experience for a given work. I don’t criticize authors for this kind of thing.

Earlier than the earliest story files we have access to, iirc.

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Ah, right, it was the other way around: the lizard will eat (and destroy) all sorts of things other than the candy.

(Although not the poison flask or the spheres. And the explosive doesn’t kill it, which disappointed me greatly when I thought of it in 1982-ish.)

Same here! I thought I was really onto something

In Zork I, You can destroy the lamp by throwing it at something. Giving the Lamp, Egg or the Painting to the troll.

Some states depend on the game version - In an early version of Zork I you can give the troll himself and the game becomes unwinnable. A definite bug.

Not what you want, but still neat: In Zork release 88 you can (sometimes) automatically defeat the troll by giving him your sword or the knife (you lose the item in the process). It seems random as to whether the troll is hungry.

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ok, yes! giving required things to the troll. A small number of possibilities, unless you manage to knock out the troll rather than kill it… the troll can be knocked out, right? I know the thief can, but can’t recall

e: OK, I don’t read ZIL but I see there is some code about the unconscious troll

If memory serves, back in the very beginning, this was the intended solution. If you throw something to the troll, he eats it; if you throw something deadly, he eats it and dies.

But then they implemented the D&D-inspired randomized combat system, and removed that puzzle to make the troll feel more like a living thing and less like a puzzle. (With mixed success.)

there seems to be text for the troll eating sword, axe, knife then dying in R52, but no idea if it does anything (he’s consistently sated in my game)

I just tested this in release 52 (solid gold) and yes he is sometimes hungry, eats the sword, and dies.

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I forgot about knocking out the troll. Yes, you can do that which greatly increases the number of items you can feed to him.

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I’ll spend a little time adding in some Trinity items this morning (though I’ll try to come up with more Zork ones)… I never realized you didn’t have to feed the ducks. You can just drop crumbs anywhere (the important thing is attracting the roadrunner). Makes sense.

E: Trinity might have the most one-way exits of any Infocom game (that are high-stakes, anyway). That’s probably going to drive most of its list

E2: Even though the Trinity list is long, most of them aren’t going to surprise the player or go unnoticed

An astounding number of actions in Trinity can never be repeated, by the standards of modern games, and I’m not sure how feasible it will be to list them all! (But that’s one of its themes, of course.)

By the standards of Infocom games, too, I think! But it is thematic, that’s necessary.

One thing I’ve been wrestling with a bit is the contrast of plentiful failure states vs inevitability/causal looping

Though I’m not wrestling too hard, to me it’s more of a big picture/figurative work