604 lines
36 KiB
Plaintext
604 lines
36 KiB
Plaintext
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(-=-) (-=-)
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(-=-) Solving the ZORK series: A walkthru by Scorpia (-=-)
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(-=-) "Borrowed" from CompuServe Information Service by The Slipped Disk (-=-)
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---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
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ZORK I
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---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
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So, you're all set for The Great Underground Empire, eh? Okay, but before we
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begin, a few words about this walkthru. First, this is not the only way to
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solve the game. It's just one of the faster ones. Second, because there is no
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"wasted motion" in this game, you will not be visiting all the locations. So,
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you might want to play around with the game on your own for a while, mapping
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out as much as you can, without much regard for gathering treasures.
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Actually, mapping is a good idea, since, if you make a misstep somewhere, you
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might find yourself in trouble! Be especially careful to follow the directions
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when in the mazes; a wrong move there, and you could be lost for quite some
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time!
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Finally, you may not go through this in exactly the way it's written because
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of the thief. He is a variable item in the game; you never know where he will
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show up. Try to move out of the room he's in as soon as he shows up. But keep
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in mind that even if he does steal anything from you, you will get it all back
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from him in the end. Okay? Let's start the adventure!
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You begin West of the house, and your first chore is to get inside. So, go
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South and East. Open the window and enter the house (you're in the kitchen),
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then go West into the living room. Get the lamp, then move the rug, revealing
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the trap door. Open the trap door, turn on the lamp, and go down. At this
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point, some mysterious person will shut the door on you; don't worry about that
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for now.
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Okay, so here you are in the cellar. It's time to pick up your first
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treasure, so go South, then East to the Gallery. Get the painting, then
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continue North to the Studio. Go up the chimney (you can only fit with the lamp
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and the painting), and you will be in the kitchen again. Now, go upstairs to
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the attic, and get the knife and rope. Come back down and go into the living
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room. Open the case and put the painting inside. Then, drop the knife and get
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the sword. Open the trap door again, and return to the cellar. Again, the door
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is shut by someone (you never will find out who's doing this, but it doesn't
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matter). Now you're back in the cellar, and since we're coming to one of the
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more dangerous parts of the game, you might want to do a save here.
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Gripping your trusty sword, head North into the Troll room. There's a nasty
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troll here with a bloody axe, and the only way past is to kill him. So, do just
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that: "Kill Troll With Sword." It will most likely take more than one attempt,
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so keep at it, and eventually he will disappear in a cloud of black smoke. Now,
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drop the sword, because you really don't need it any more, and it will hinder
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you in carrying other, more important items.
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Having dispatched the troll, you move along East, East (into the Round room),
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then SE and East. You are now in the Dome room. It's a long way down, and too
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far to jump, so here's where the rope comes in handy. Tie the rope to the
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railing, then climb down the rope. You will be in the Torch room. Leave the
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torch for now; you'll be coming back this way again later. From the Torch room,
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go South, then East and get the coffin. Return West, then continue South to the
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Altar. There's no way you're going to get down that hole with the coffin, and
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even the program will tell you that you haven't got a prayer. That's a hint,
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folks: Just "Pray," and you will find yourself in the forest again. Since it's
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daylight out, save energy and turn off the lamp.
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Now, head along South, then North (I know, but it works!) to the clearing,
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then East to the Canyon View. Climb all the way down to the bottom, then go
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North to Rainbow's End. Drop the coffin and open it. Inside is a jeweled
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sceptre. Get that, and wave it. The rainbow will become solid (you'll need to
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cross over from the other side later). Now, "Look." You should see a pot of
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gold. Get that, and the coffin.
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After that, go SW, then all the way back up to Canyon View. From there, it's
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NW to the clearing, and then West to the window. Once in the kitchen, open the
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bag and get the garlic (nothing else, just the garlic). Go on into the living
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room, and put your treasures in the case. Now, sit down and take a breather,
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because you're about to do a lot of traveling!
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Once again, open the trap door, turn on the lamp, and go down. Watch
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carefully, and you will notice that this time, the door doesn't close! Whoever
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was doing it before must have gotten tired. Anyway, you're on your way to the
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dam, so move along North, East, North, NE, and East. You are now on top of the
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dam.
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From there, go North to the Lobby. Pick up the matches, then go either North
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or East (doesn't matter) into the Maintenance room. Get the wrench and the
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screwdriver, then push the yellow button. Now, return to the dam, and you will
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see that the green bubble is lit. Turn the bolt with the wrench, then drop the
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wrench. You have opened the dam, and you will be coming back this way again to
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reap the fruits of your labors. However, right now, you're on your way to
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Hades, so let's get going!
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Go South, then down into the Loud room. Leave the platinum bar for now;
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you'll get it later. Head West into the Round room, then SE and East (hmmmm,
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haven't you been here before?). Again, climb down the rope. This time, get the
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torch. At this point, you can turn off your lamp; the torch will provide light
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so long as you have it.
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Now, continue straight South, getting the bell, then the book and candles from
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the altar. Go down the hole to the cave, then down again to the entrance to
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Hades. Your candles will have blown out by this time, but don't worry about it.
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Okay, here's where you have to be careful. First, ring the bell. It will
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become red hot and you will drop it. You will also drop the candles. Stay
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calm, and do the following, all in one command: Get the candles, light match,
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light candles with match (necessary, because of the torch, and *DON'T* use the
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torch, or you'll vaporize the candles!). Okay, strange things happened when you
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lit the candles, now read the book. Whew! The demons have been exorcised!
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Drop the book, then go South and get the crystal skull. Now, back North, then
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up to the cave, then North to the Mirror room. By the way, better put out the
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candles. Rub the mirror, and you will now be in another Mirror room (this one
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is North of the dam, as the other one is South).
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Now, go North, then West, then North, then West into the Squeaky room (well, I
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told you you'd be doing a lot of traveling this time!). Make sure you have the
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garlic with you, then go North into the Bat room. So long as you have the
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garlic, he won't bother you. There is a jade figurine here, but leave it for
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now. You'll pick it up on your way out.
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Go East to the Shaft room. Put the torch into the basket, then turn on your
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lamp and head North to the Smelly room, then down to the Gas Room (best not to
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carry any open flames here!). Now, you are about to enter a small maze, so
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follow these directions *CAREFULLY*!
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East, Northeast, Southeast, Southwest, down, and you should be at the top of
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the ladder (if you aren't, may God have mercy on your soul!). From there, go
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down to the Ladder Bottom, and then South to the Dead End for the coal. Get
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that, then return to the ladder top. From there, go up, North, East, South,
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North, and you will be back in the Gas room. Go up, then South to the Shaft
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room again.
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Put the coal in the basket, and lower the basket. Now, guess what? You have
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to go back through the coal mine again! So, make your way to the Ladder Bottom,
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but this time, go West to the Timber room. Ignore the broken timber (not useful
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for anything), and drop all but the screwdriver. Now, you can squeeze through
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the crack to the West.
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And here you are in the Drafty Room, which is also at the bottom of the shaft.
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There's the basket, so get the coal and the torch, and move South into the
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Machine room. Open the lid, put the coal in the machine, close the lid, and
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turn the switch with the screwdriver. Drop the screwdriver, open the lid, and
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get the diamond (well, no one ever said Zork was an *EASY* game!).
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Now, go back North, and put the torch and the diamond in the basket. Squeeze
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back East into the Timber room. Get the skull, lamp, and garlic. You won't be
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needing the matches and the candles any more, so you can leave them. (They were
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insurance in case the thief came along and stole the torch before you could get
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the diamond). Now, head East again to the Ladder Bottom, and from there up and
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through the coal mine (you know the way now!), to the Gas room. Pick up the
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bracelet, then continue on up and South to the Shaft room. Get the torch and
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the diamond from the basket, turn off the lamp, then go West into the Bat room.
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Get the jade, then go South, East, South to the Slide room.
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Now, here's a fast way back to the cellar: Just go down the slide!
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Wheeeee! Then it's up to the living room (remember, the trap door is open now),
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and all the treasures go into the case. Huff! Puff! Bet you didn't know you'd
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be doing *THIS* much running around! But, don't get too relaxed, there's still
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plenty more to come (urk!).
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Turn on the lamp, and return to the cellar. From there, it's North (ah, deja
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vu!), then East, North, NE to Reservoir South. Now that the sluice gates are
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open, you can head North, picking up the trunk of jewels, North again to
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Reservoir North, getting the air pump, and North one more time, getting the
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crystal trident. After that, go all the way back South again to Reservoir
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South, then East to the dam, and then East once more to the Dam Base.
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Here you find a little pile of folded plastic; guess what it is? Right, it's
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an inflatable boat! So, inflate it with the pump, then drop the pump, then get
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inside the boat, say "Launch," and you're floating off along the Frigid River.
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Now, just keep waiting until you see the buoy. Get that, then "East" to the
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beach. Get out of the boat, then get the shovel and move on to the Sandy Cave
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to the NE. You might want to save the game at this point, since you have to dig
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here until the scarab turns up, and I'm sure you don't want to get buried alive
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(it's been known to happen!). Okay, drop the{_ shovel and get the scarab, then
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go back SW. Drop the buoy and open it; inside is an emerald. Get that, then
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continue South to the Aragain Falls.
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Here you can cross the rainbow (so do that!), which brings you to the End of
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The Rainbow. Turn off the lamp, then go SW to the Canyon Bottom. From there,
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make your way back to the living room, and put all the treasures in the case.
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Your collection is quite impressive by now, but you aren't finished yet. Go
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East twice, then North twice. Climb up the tree and get the egg. Climb down
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again, and go South, East, and back to the living room. However, this time, you
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don't put the treasure in the case.
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Turn on the lamp, and go down (once again!) into the cellar, and North to the
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Troll room. Now, you are about to enter a maze, so follow the directions very
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carefully! West (this brings you into the maze), South, East, up, and you find
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several items here. Take only the coins and the key, and be careful not to
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touch the skeleton! From here, go SW, East, South, SE, and you will be in the
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Cyclops room. The Cyclops is not friendly, but you can deal with him
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effortlessly: Just type in "Ulysses" (or "Odysseus," if you prefer). Old
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One-Eye will tear out of there right through the wall! In fact, he will create
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a passage eastward from that room right into the living room!
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However, you don't want to go that way yet! Instead, go upstairs, and you
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will be in the Treasure Room, the thief's secret lair. Now, give him the egg,
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and go back downstairs, then East to the living room. Deposit the coins in the
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case, then get the knife (the thief needs a little time to open the egg). Okay,
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go back West to the Cyclops room. Again, at this point, saving is recommended;
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the thief will not be easy to kill!
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So, head upstairs and use the nasty knife to kill the thief. Once he's dead,
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all treasures in the room will be visible. This includes the egg, a silver
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chalice, and anything he may have stolen from you before. Get everything, then
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follow these directions: Down, NW, South, West, up, down, NE, and you will be
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in the Grating Room. Unlock and open the grate (watch out for falling leaves!),
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then go up. You will be in a clearing.
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From there, go South and climb the tree again. Wind up the canary that's
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inside the egg. A songbird will come by and drop a bauble for you. Climb down
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again and get the bauble, then return to the living room. Put all the treasures
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in the case, making sure you *REMOVE THE CANARY* from the egg and put it in the
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case separately! You're almost finished! Just one more trip to make!
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Now, for the last time, enter the cellar and go North. From the Troll Room,
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go East until you come again to the Loud Room. Type in: "Echo," and you will
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now be able to get the bar. So, grab it and return to the living room. Once
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you place it in the case, you will get a message. Follow the advice of that
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message, and you will get a map. Take that, and return to the place where this
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all started, the mailbox West of the house. You should have no trouble getting
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to the barrow from there. Of course, once you enter the barrow....
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You didn't really think it would end there, did you? Not when there's still
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Zork II and Zork III waiting for you up ahead! Ah, but it's too late; you can't
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turn back now! You'll just have to grit your teeth through to the end (with a
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little help, of course). See you in Zork II!
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===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
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ZORK II
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===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===
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So, back for more, eh? Zork I wasn't enough...or did you get hooked? No
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matter, it's almost time to get started. However, first a few words of advice.
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The Wizard of Frobozz is a lot more troublesome than the thief ever was. This
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is due to his spell-casting abilities. Therefore, frequent saving of the game
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is recommended! Otherwise, you will be wasting a lot of time waiting for some
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spells to wear off.
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Okay, let's go! Get the sword and lamp, and move along South, South, South,
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SW to the Shallow Ford. At this point, turn on your lamp, then continue South,
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SE to the North End of Garden. Enter the Gazebo, and get all items on the
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table. Then "Exit Gazebo," and go N, NE to the Shallow Ford and fill the teapot
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with water.
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Now, head South, SW, SW, and you will be in the Carousel Room. This is a
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wonderful place that spins you around, so you can't be sure that you're going in
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the direction you specify. Fun, huh? The thing to do here is keep moving
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around until you get to the Riddle Room. That room is actually SE of the
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Carousel Room, but you aren't likely to get there by typing SE, at least not for
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a while. So, every time you move, and find yourself somewhere else besides the
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Riddle Room, you will have to return to the Carousel Room and try again. Also,
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before you start moving around, drop everything but the teapot and the lamp;
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you'll pick up the things again as you need them.
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These are the directions from the various other rooms to the Carousel Room:
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Marble Hall - South
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Path Near Stream - Southwest
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Topiary - West
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Menhir Room - North
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Cobwebby Corridor - Northeast
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Cool Room - Southeast
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All right, you've finally made it to the Riddle Room. Now, all you have to do
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is answer the riddle! Actually, it's a fairly simple riddle; just enter: Say
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"A Well," and you will be able to move on to the East, which is the Pearl Room.
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Leave the necklace for now, and continue East into the Circular Room. There is
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a large bucket here, just big enough for you to enter, so do that. Then pour
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water into the bucket, and it will rise to the top of the well.
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Get out of the bucket, then go East into the Tea Room, and get all cakes
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except the orange one. Eat the green cake, and you will shrink down. Now, go
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East into the Pool Room, and throw the red cake into the pool of tears. The
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water will be soaked up, and you can get the package of candies. Forget about
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the flask; there is no use for it. Return West to the Posts Room, and eat the
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blue cake. Presto! You are returned to normal size. Stretch a little, then
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head NW into the Low Room. Aha, there's a robot here. Tell the robot to "Go
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E," then go that way yourself, and you will both be in the Machine Room. I
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wouldn't be surprised if the controls to the Carousel room were here! Tell the
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robot to "Push Triangular." There will be a thud in the distance (something
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fell), and the Carousel Room is now off.
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Tell the robot to go South, and do likewise. You are now in a Dingy Closet,
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and a red sphere sits invitingly just beyond your grasp. Try getting it, and a
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steel cage will come down over you (uh oh!). Not to worry, however! Once the
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cage is down, just tell the robot (even though you can't see him) to "Lift
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Cage." Once that's done, you will be able to get the sphere.
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Now, getting back to the bucket may be a problem of sorts; pushing the button
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has caused strange things to happen in the Low Room. So, after going North and
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West from the closet into the Low Room, you may have a problem when trying to go
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SE back to the Tea Room. Keep trying however, and you'll get there sooner or
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later. Then, go West from the Tea Room, enter the bucket, get the water, and
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the bucket will descend again. Get out, drop the Teapot, head West, pick up the
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necklace, then West again and NW to the Carousel Room. There is a box here (the
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thud you heard before). Open it, and inside is a violin. You don't need to
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|
take it now, so just leave it here for the time being.
|
|||
|
|
|||
|
Drop the sphere, necklace and candy, then get the sword, place mat and letter
|
|||
|
opener. Move North to the Marble Hall, picking up the brick, then continue
|
|||
|
North until you come to the Ledge in Ravine. Go up to the Tiny Room, which has
|
|||
|
a locked door. Slide the mat under the door, then move the lid and insert the
|
|||
|
opener in the keyhole. Remove the opener, then pull the mat and get the key.
|
|||
|
Now, unlock and open the door and go North into the Dreary Room. Drop the key
|
|||
|
and opener, and get the blue sphere.
|
|||
|
|
|||
|
Now, it's South and Down to the ledge, then West and North into the Dragon
|
|||
|
Room (what would an adventure game be without a dragon?). He's not one of your
|
|||
|
nicer dragons, so be careful here. Hit him with the sword, then move South. He
|
|||
|
will follow you. Hit him a second time, and move South again. He's still
|
|||
|
following you, and you're almost where you want to be. Whack the scaly nuisance
|
|||
|
one more time, and head West into the Ice Room.
|
|||
|
|
|||
|
Okay, the dragon follows you in, gets silly over his reflection in the
|
|||
|
glacier, and proceeds to get himself drowned. You can drop the sword now, since
|
|||
|
you won't be needing it anymore. As his body washes away, go East and SE to the
|
|||
|
Carousel Room, then SW to the Cobwebby Room. Get the string, then go back NE
|
|||
|
and pick up the newspaper and the matches. Now move along NW, West, and West
|
|||
|
again into the Lava Room. Leave the ruby for now, and continue on Southward to
|
|||
|
the Volcano Bottom.
|
|||
|
|
|||
|
Aha, look what's here....a hot air balloon! All you need is a way to get it
|
|||
|
inflated, and you just happen to have the means to do that. Get into the
|
|||
|
basket, then open the receptacle and put the newspaper inside. Light a match,
|
|||
|
then light the newspaper with the match. Make sure you keep the receptacle
|
|||
|
open! Now, just wait until the balloon rises to the Narrow Ledge, then "Land."
|
|||
|
Tie the wire to the hook and get out of the basket.
|
|||
|
|
|||
|
On the ledge is a gold coin. Pick that up and head South into the Library.
|
|||
|
Get the purple book, open it, get the stamp, then drop the book. You can ignore
|
|||
|
the other books; they are all worthless. Now, back North and into the basket
|
|||
|
again. Untie the wire, and wait until the balloon rises to the Wide Ledge.
|
|||
|
|
|||
|
Again, "Land" and tie the wire to the hook. Get out and go South. Now, it's
|
|||
|
time for a few thrills. Put the string in the brick, then put the brick in the
|
|||
|
hole in the box. Now light a match, then light the string. Now, head North
|
|||
|
*IMMEDIATELY*. There will be an explosion, then you can safely go back and get
|
|||
|
the crown. But don't dawdle; once you have it, get back to the basket pronto!
|
|||
|
The explosion weakened the ledge, and it won't hold much longer. So, get in,
|
|||
|
untie the wire, close the receptacle, and wait until the balloon lands at the
|
|||
|
Volcano Bottom.
|
|||
|
|
|||
|
Well, you seem to be doing almost as much travelling around as in Zork I, and
|
|||
|
you aren't finished yet, not by a long shot! Go North, get the ruby, then East
|
|||
|
twice and SE to (yet again!) the Carousel Room. Drop off everything but the
|
|||
|
lamp, then go NW, North, North, West, and West again, and you should now be at
|
|||
|
the entrance to the bank.
|
|||
|
|
|||
|
The bank is tricky, so follow directions carefully here. Go NE, then East
|
|||
|
into the Safety Depository, then South into the office and pick up the portrait,
|
|||
|
and back North again. Now, "Enter Light," and you will be in a small room. At
|
|||
|
this point "Enter South Wall," and you will be in the Depository again. "Enter
|
|||
|
Light" a second time, and you will find yourself in the vault, with a pile of
|
|||
|
bills in front of you. Get the bills, then "Enter North Wall," and once more
|
|||
|
you are in the Depository.
|
|||
|
|
|||
|
Now, drop the bills and portrait, and go East to the East Tellers Room. Go
|
|||
|
East again to the Depository, pick up the goodies, and "Enter Light." This time,
|
|||
|
you are in the East Viewing Room. From there, go South and you will be at the
|
|||
|
bank entrance. You have robbed the bank, and kept the alarms silent.
|
|||
|
|
|||
|
Okay, head along East until you reach the Dragon Room, then North to the
|
|||
|
Dragon's Lair. Leave the chest for now; instead, say "Hello Princess," and wait
|
|||
|
until she leaves. Follow her, and continue to follow her until you are both in
|
|||
|
the Gazebo, then wait. The unicorn will appear, and the princess will give you
|
|||
|
the key from around its neck, and also a rose. You can drop the rose; it has no
|
|||
|
use in the game.
|
|||
|
|
|||
|
Well, you're getting closer to the end-game, but there are still a few things
|
|||
|
left to do. Exit the Gazebo, then move South, West, SW. Drop off some of the
|
|||
|
treasures, then go back NW, North, North, North to the Lair again. Open the
|
|||
|
chest and get the statuette, then return to the Carousel Room. From there, due
|
|||
|
South to the stairway. This is a good place to save the game, as you are about
|
|||
|
to enter one of the nastier mazes around.
|
|||
|
|
|||
|
Go down the stairs, and you will be in the Oddly-Angled Room. Things are not
|
|||
|
always as they seem here, and the exact direction to go at this point is not
|
|||
|
constant. Try East first, and if you can't go that way, then try West. Either
|
|||
|
way, you should find a club. Get the club, and from that point, go SE, NE, NW,
|
|||
|
SW. Watch the room descriptions carefully as you do this; the little diamonds
|
|||
|
on the floor should get brighter with each move you make (you are actually
|
|||
|
"running the bases" here). If they are not doing this, restore the game and try
|
|||
|
again.
|
|||
|
|
|||
|
When you have done it successfully, there will be a noise in the distance.
|
|||
|
Now, you should try to go either North or South (that varies also). If one way
|
|||
|
doesn't work, try the other, and if neither works, try East or West. There will
|
|||
|
be a staircase going down, but you don't want to do that yet, so go Up instead,
|
|||
|
and head North until you are back in the Carousel Room.
|
|||
|
|
|||
|
Get the blue and red spheres and the candy. Drop a few things if you have to,
|
|||
|
but hang on to the club! Now, SW twice, and you are in the Guarded Room, with a
|
|||
|
lizard head in the doorway. Give the candy to the lizard, then unlock the door
|
|||
|
with the gold key. Open the door and go South, then West twice into the
|
|||
|
Aquarium. Throw the club at the aquarium, then get the clear sphere. Go East
|
|||
|
into the Wizard's Workroom.
|
|||
|
|
|||
|
Put each sphere on the stand of the same color, then get the black sphere that
|
|||
|
appears, and go South into the Pentagram Room. Put the sphere on the circle,
|
|||
|
and the Demon will appear. You must give him *ALL* the treasures you have
|
|||
|
collected, as well as the gold key. This will mean at least one more trip to
|
|||
|
and from the Carousel Room to get all the stuff. When you have given everything
|
|||
|
to the demon, tell the demon, "Give Me The Wand," and he will take the wand from
|
|||
|
the Wizard and give it to you.
|
|||
|
|
|||
|
Now, you're almost finished! Go North, East, North, North, NE, South, and you
|
|||
|
are in the Menhir Room. You need to get the Menhir out of the way for a little
|
|||
|
while, so do this: Wave the wand at the Menhir and say, "Float." The Menhir
|
|||
|
will rise up, allowing you to go SW into the kennel and get the collar. After
|
|||
|
that, go NE, then South, then Down, and Down again into the Cerberus Room.
|
|||
|
|
|||
|
Cerberus is no problem; just put the collar on him. Now, go East, then South,
|
|||
|
and you are in the Crypt. Turn off the lamp, and you will notice a secret door
|
|||
|
in the south wall. Open the door and go South, and you will be on the Landing.
|
|||
|
The game is over!! Or is it? After all, there's still Zork III up ahead!
|
|||
|
|
|||
|
=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=
|
|||
|
ZORK III
|
|||
|
=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=
|
|||
|
|
|||
|
Well, you've come a long way since you first stood by the mailbox outside the
|
|||
|
house in the forest. You've defeated the thief, outwitted the Wizard of
|
|||
|
Frobozz, and now, you stand at the foot of the endless stairs, ready to embark
|
|||
|
on the final part of your journey. So, pick up the lamp, turn it on, and head
|
|||
|
along due South until you come to the shore of the lake.
|
|||
|
|
|||
|
Drop the lamp <say goodbye to it; you won't be seeing it again>, and jump into
|
|||
|
the lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim west and
|
|||
|
then go South into the Scenic Vista. Kind of a strange place, with changing
|
|||
|
numbers on the wall and a bare table...not quite all that scenic, eh? Well, get
|
|||
|
the torch, and wait for the number to change to "II." Then, touch the table.
|
|||
|
|
|||
|
My oh my! You're in a room from Zork II....Room 8, as a matter of fact.
|
|||
|
However, you don't have much time to sight-see, so get the can of Grue
|
|||
|
repellant, then try moving East, and you will find yourself back in Scenic Vista
|
|||
|
again. Now wait for the number to change to "III," then touch the table again.
|
|||
|
This time, you're in a Damp Passage. Drop the torch, and just wait there until
|
|||
|
you're pulled back to Scenic Vista.
|
|||
|
|
|||
|
Okay, you're finished here, so move along North to the shore, and again jump
|
|||
|
in the lake. Splash! It hasn't gotten any warmer; in fact, you just dropped
|
|||
|
the can of repellant. So, go Down, and you will be on the lake bottom. Ah,
|
|||
|
there it is! But, could there be something else there, too? "Get all," and you
|
|||
|
will have not only the repellant but also an amulet. This is one of those
|
|||
|
"wonderful" variable things; it may take more than one try on your part to get
|
|||
|
both items. In the meantime, you can't stay in the icy waters too long, and
|
|||
|
sooner or later a hungry fish will come looking for you.
|
|||
|
|
|||
|
Therefore, it's best to save the game before you jump in from the Western
|
|||
|
Shore. So if you die in the water, or get eaten by the fish, or picked up by
|
|||
|
the Roc <while you're swimming on the surface>, you don't have to start all the
|
|||
|
way back at the beginning. By the way, this is the only one of the Zorks where
|
|||
|
you don't lose points if you die. But, all the items you've collected so far
|
|||
|
get scattered all around, and it's time-consuming to go look for them.
|
|||
|
|
|||
|
Okay, now you have the can and the amulet, so head Up to the surface, then
|
|||
|
South to the Southern shore. You can see a cave to the South, and it looks kind
|
|||
|
of dark. In fact, it *is* dark in there, which is why you have the repellant.
|
|||
|
So, spray the smelly stuff on yourself, and go South, and you will find yourself
|
|||
|
in a Dark Place. Go South again, then East, and you will be in the key room.
|
|||
|
Whew! At least there's some light in here! And by the light you can see a
|
|||
|
strange key. Get the key, then move the manhole cover and go down.
|
|||
|
|
|||
|
And here you are on an aqueduct. Since you can't go back <the Grue repellant
|
|||
|
wouldn't have lasted that long>, you might as well go forward. So, just head
|
|||
|
along North and you will come to the Water Slide. Go North down the slide, and
|
|||
|
guess where you are? In the Damp Passage! And there's the torch, so pick it
|
|||
|
up, because you're certainly going to need a light source...especially when you
|
|||
|
think of where you're going next.
|
|||
|
|
|||
|
So, from the Damp Passage hike along West to the Junction <you can't get the
|
|||
|
sword out of the rock, so don't even try>, then South into Creepy Crawl, and
|
|||
|
Southwest into the Shadow Land. Here we come to another variable portion of the
|
|||
|
game. You will have to wander around in the Shadow Land until a cloaked and
|
|||
|
hooded figure appears. When that happens, the sword will suddenly materialize
|
|||
|
in your hand, and you will be able to fight.
|
|||
|
|
|||
|
However, since there's no way of telling when that will happen, you just have
|
|||
|
to keep moving around until it does. At least you will get a chance to practice
|
|||
|
some elementary map-making! Also, this is the most dangerous part of the game,
|
|||
|
as the figure is quite capable of killing you, too! So, best to save before you
|
|||
|
enter Shadow Land.
|
|||
|
|
|||
|
When the mysterious figure finally appears, attack him with your sword until
|
|||
|
he is badly wounded and cannot defend himself. At that point, get his hood.
|
|||
|
The figure will then disappear, leaving the cloak behind. Get that also. Now,
|
|||
|
you have to get out of here, and I can't tell you exactly how, since there's no
|
|||
|
way of knowing exactly where you were when the fight started. However, if you
|
|||
|
go Eastwards, you will exit the Shadow Land at either the Creepy Crawl or the
|
|||
|
Foggy Room. From either place, go North to the Junction.
|
|||
|
|
|||
|
From the Junction, it's West through the Barren Area, and West again to the
|
|||
|
Cliff. Bet you just can't wait to climb down the rope, huh? Well, pick up the
|
|||
|
bread first, then go down to the ledge. Well, well, a chest! Too bad you don't
|
|||
|
have a key to open it. In fact, there's no way for you to open it at all. But
|
|||
|
don't despair, there's a way of doing it.
|
|||
|
|
|||
|
Just wait around and someone will come along the top of the cliff. You may
|
|||
|
not really trust him, but tie the rope to the chest when he asks, and wait
|
|||
|
around some more. Eventually, he will return and help you back up the cliff.
|
|||
|
He will also give you a staff, which is what you're really after here. Take the
|
|||
|
staff, then go back down to the ledge, and from there, to the Cliff Base.
|
|||
|
|
|||
|
Now trek South to the Flathead Ocean, and do a little more waiting. Sooner or
|
|||
|
later a ship will come floating by. As soon as you see it, say: "Hello,
|
|||
|
Sailor." The man in the ship will throw something onto the beach for you. Take
|
|||
|
a look, and you will see it's a vial. It'll come in handy later, so pick it up.
|
|||
|
Now comes the fun part: You have to wait for the earthquake <notice how you've
|
|||
|
been doing a lot of waiting around? I hope you're a patient person!>.
|
|||
|
|
|||
|
While you're waiting, you might want to wander around a little, although
|
|||
|
you've been to most of the accessible places by now. In any case, wherever you
|
|||
|
are, once the earthquake hits, make your way to the Creepy Crawl, and from there
|
|||
|
East into the Tight Squeeze, then East again into the Crystal Grotto. Then all
|
|||
|
the way South to the Great Door, and East into the Museum Entrance.
|
|||
|
|
|||
|
Now, open the East door, then go North into the Museum. Look at the gold
|
|||
|
machine <it's a time machine, in case you were wondering>, then set the dial to
|
|||
|
776. Here comes the fun part: Push the machine South into the Entrance, then
|
|||
|
East into the Jewel Room. Get into the machine, and push the button. Aha! Now
|
|||
|
you're back in 776 GUE, but the time machine seems to have vanished! No matter,
|
|||
|
wait for the guards to leave, then get the ring <and *only* the ring!>, then
|
|||
|
open the door, go out into the Entrance, open the North door and go North.
|
|||
|
|
|||
|
By golly, the machine is right there! Put the ring under the seat, turn the
|
|||
|
dial to 948, get in, and push the button. Whew, you're back in the right time
|
|||
|
period again. Get out of the machine, look under the seat <you will get the
|
|||
|
ring automatically when you do this>, then back South, and South again, to the
|
|||
|
Royal Puzzle.
|
|||
|
|
|||
|
Okay folks, you are about to enter the absolute nastiest part of the game.
|
|||
|
You must follow the instructions *EXACTLY* as given, or you will never get out.
|
|||
|
And, since it would be easy to make a mistake here, I strongly recommend you
|
|||
|
save the game.
|
|||
|
|
|||
|
1. Go Down the hole, then push the South wall. Then go East, South, East,
|
|||
|
East. Push the South wall, get the book, and push the South wall again.
|
|||
|
2. Push the West wall twice. Then go East, South, and push the East wall.
|
|||
|
3. Now, go straight North until you come to the marble wall, and push the East
|
|||
|
wall.
|
|||
|
4. Now, go West, South, South, South, South, East, East, North, North, North,
|
|||
|
and push the West wall.
|
|||
|
5. From there, go East, South, South, South, West, West, West, West, North,
|
|||
|
North, North, West, North. Push the East wall three times.
|
|||
|
6. Now, West, West, South, South, East, East, South, and push the East wall.
|
|||
|
7. Okay, now West, West, West, North, North, North, East, East, and push the
|
|||
|
South wall two times.
|
|||
|
8. From there, West, South, South, East, East, North, and push the West wall
|
|||
|
two times.
|
|||
|
9. Now, South, West, and push the North wall until it won't move any more.
|
|||
|
10. Then West and North. Finally! You have maneuvered the ladder under the
|
|||
|
hole <which was the purpose of all this pushing and running around>, and now
|
|||
|
you can just go up and out! WHEW!!!!
|
|||
|
|
|||
|
Okay, you've solved the Royal Puzzle and you have the book, so go North to the
|
|||
|
Museum Entrance, then open the East door and get your other stuff from the Jewel
|
|||
|
Room. Then it's back West to the Great Door, and from there back to the
|
|||
|
Junction. Now, East into the Damp Passage, and NE to the Engravings Room.
|
|||
|
|
|||
|
Well, we have here yet another <!> of those variable events: Sooner or later,
|
|||
|
an old man will be sleeping here. If he isn't there the first time you arrive,
|
|||
|
walk around a little and return. When you finally do see him, wake him up and
|
|||
|
give him the bread. He will eat it and then make visible to you a secret door.
|
|||
|
He will then vanish.
|
|||
|
|
|||
|
Okay, you're getting closer to the end! Open the door, and go into the Button
|
|||
|
Room, then North to the Beam Room. Put the sword in the beam, then go back to
|
|||
|
the Button Room and push the button. Now, back North to the Beam Room and North
|
|||
|
again into the Mirror Room. There will be an opening in the Mirror, so go North
|
|||
|
one more time, and you will be inside.
|
|||
|
|
|||
|
Now, don't let the long and complicated descriptions scare you! It's not
|
|||
|
really as bad as you think <it's worse! heheheheh..just kidding!>. First,
|
|||
|
raise the short pole. Then, push the white panel twice. Now, push the pine
|
|||
|
panel, and go North.
|
|||
|
|
|||
|
Okay, so here you are, standing a little too close for comfort to the
|
|||
|
Guardians of Zork. If I were you, I wouldn't try going past them quite yet!
|
|||
|
Open the vial, then drink the liquid. While nothing seems to have happened, you
|
|||
|
have in fact become invisible. Now you can walk North until you come to the
|
|||
|
locked door. Knock on the door, and the Dungeon Master will open it and let you
|
|||
|
in.
|
|||
|
|
|||
|
All right, hang in there, you have reached the end game! Go North, then West,
|
|||
|
then North again. The DM will be following you. Go North to the Parapet, set
|
|||
|
the dial to 4, and push the button. Now, go South, open the cell door, and step
|
|||
|
inside. The DM will not follow you in.
|
|||
|
|
|||
|
Once inside, you will notice a bronze door in one of the walls. However, you
|
|||
|
can't open it yet! Something else has to be done. And it will have to be done
|
|||
|
by someone else. So, first tell the DM to go to the Parapet. Then tell him to
|
|||
|
turn the dial to 1, and then tell him to push the button.
|
|||
|
|
|||
|
All right!! The magic moment has arrived! Unlock the bronze door with the
|
|||
|
key, open the door, and go South!
|
|||
|
|
|||
|
***** TA DA!! *****
|
|||
|
|
|||
|
Finally, Zork is finished! You have survived all the perils, pitfalls, and
|
|||
|
puzzles, and now, *YOU* are the new Dungeon Master. Have fun!
|
|||
|
|