<!--
	Title: We Solved 8 Infocoms (...4 of them in a single week)
	Authors: Bett Long and Chuck Landgraver
	Source: Antic, v3(7)
	Date: November 1984
	Transcription by Steve Derby
-->

*Bett Long wrote **Antic** a letter after reading the
<a href="/library/antic-embark-on-the-road-to-adventure">adventure game
article</a> in our August issue (p. 44) and mentioned that she and her son had
solved eight Infocom all-text adventures. We were fascinated, never having
heard of anybody who had actually completed that many adventures.
So we promptly wrote back to Bett and asked her to send us an
article about her experiences in time for the deadline of our annual
adventure issue...*

*This story arrived in three weeks under a double byline. Here's what
Bett Long wrote us about herself. "I was hooked on Infocom by Chuck
Landgraver, my bachelor son who does something in experimental
nuclear power in the Idaho desert. I am a retired Ohio widow who does
grandmotherly things when I must. Last month Chuck and I spent six
days in Infocom and five days gambling in Reno. We can't decide which
part of the visit was better."*

<p style="text-align: right;">-- Antic Ed</p>

<figure class="float-right">
	<img src="/public/img/articles/antic-we-solved-8-infocoms/gateway.jpg" alt="A collage of Zork-related drawings and photos of the article's authors.">
	<figcaption>The authors (in sunglasses) amid some of the friendly folks
		they met while solving eight Infocom adventure games.</figcaption>
</figure>

During a six day visit we finished **Deadline**, **Infidel**, **Planetfall** and **The
Witness**. We had previously done **Zork I** and **Zork II**, **Starcross**
and **Enchanter** by mail and phone.

We spent eight to 50 hours on each program, including studying the
print-outs and talking or thinking about a problem.

Zork I was our introduction to Infocom. Despite previous text adventure
experience, this took about 50 hours. Mapping the maze was almost
impossible because the thief stole articles we dropped as markers. Draining and
filling the reservoir was satisfying while we were stuck badly and
needed *something* to do. We knew were were making progress when we
got in and out of the Machine Room. Zork II was more of the same, but it
was easier and not quite as much fun. Going up the volcano was worth the
trip. Getting in and out of the Bank Vault and into the workshop were the
biggest headaches. Zork III awaits on the shelf.

## Zifmia God

Enchanter was like reading a fascinating book and having the power to
make it end well. Some enchantments were easy to control, some took much
time and thought. The "kulcad" scroll was the most difficult and satisfying
to get. We passed the "Guarded Door" repeatedly for comic relief. Be
sure to "zifmia" God. Remember your dreams and speak to everyone, including
animals. There are 17 ways to die and at least one is vital to
the solution. This is one of our two favorites. Our peek into the sequel,
Sorcerer, shows promise it'll be equally good.

Deadline and The Witness are mysteries where we became the detectives.
We had to be in the right place at the right time. Events that took
place out of our sight were lost. We "saved" endlessly and had good luck.
Deadline was more complex but we appreciated the hard-boiled "Philip
Marlowe" flavor of The Witness. Talk to everyone and examine everything
for clues. You will be surprised at what people will tell you under different
circumstances. The backgrounds are detailed and realistic.

Flying across the center of the "Artifact" in Starcross is a real adventure.
We had some serious holdups in this game so it took nearly as long as
Zork I. The hardest part was making the round trip to and from the
weasels' vessel alive. A large part of the game was deciding what to do
with all the rods. The most satisfying puzzle was learning to follow the
compulsively neat maintenance mouse into the mouse holes. Another
problem was persuading the bored Gurthark to accompany us. Being rewarded
with the title "Galactic Overlord" pleased us sci-fi buffs.

Planetfall is probably our all-time favorite. We had a lump in the throat
when Floyd the robot sang "The Ballad of the Star-Crossed Miner".
Floyd was entertaining and surprisingly helpful. The giant microbe was
our worst pitfall. It took an embarrassing amount of time to get rid of that
big bug.

Infidel was an old-fashioned adventure. We became an unscrupulous
selfish second-rate archaeologist. (It might be slightly uncomfortable for
nice people.) We spent about eight fact-paced hours on Infidel. One of us
anticipated Egyptian technology and the other is a cryptology fiend who
decoded the hieroglyphics. The program was very orderly and ended
suitably.

## Our Advice

Our best advice is to map and document carefully. A printer makes solving
a little easier.

Study the packaging thoroughly before beginning and refer back occasionally
for hints which become obvious.

Most items you take have one purpose but in one game we needed a
piece of equipment in three different locations.

Try anything. Read *everything* the computer tells you. An answer may
amuse or insult you, or be just what you hoped for. A slight variation in
computer response is usually an important clue.

When you begin, explore only. When you can gather what you think
you will need and are ready to be serious, make a "good save" in as few
moves as possible. Don't save over this because some of your later choices are
irrevocable. After that,  save frequently as suggested in the instructions.

If you are lucky you will find an imaginative friend who is willing to
give up a normal life to adventure with you.
