278 lines
8.1 KiB
Solidity
278 lines
8.1 KiB
Solidity
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***************************************
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* *
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* W e l c o m e ! *
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* *
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* to another HAYES tutorial to get *
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* you through another of INFOCOM'S *
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* brilliant text adventures... *
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* *
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* S O R C E R E R *
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* *
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* The Second Book In The *
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* ENCHANTER *
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* Trilogy *
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* *
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***************************************
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Well, the folks at INFOCOM have done it
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again. Another superb text adventure
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which picks up where ENCHANTER left
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off. While not quite as difficult as
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ENCHANTER, SORCERER is nonetheless a
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very entertaining and challenging
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adventure, with new twists on old
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standards (the glass maze comes to
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mind) and a very logical set of
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puzzles to solve.
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While some of you may be working off
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a pirated copy of this game, I urge
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you to go out and buy an original.
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If any software company deserves our
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continued support, it is INFOCOM.
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They are truly the pioneers in the
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field of interactive fiction and they
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make up for the price of their disks
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by supplying original and very enter-
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taining game packages and docs.
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Besides, one day an original copy of
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some of these games may be worth some-
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thing... I can remember a few comic
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books I wish I'd held on to!
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Anyway, enough of the commentary...
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as usual, everything between commas
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is input and seperate comments are
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between (parenthesis) or offset by
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the arrow --->.
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And away we go...
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S, (you'll get eaten by the hellhound
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and then wake up), Frotz Me (can you
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think of a better light source!), Get
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Up, W, W, Pull Hanging, Get Key, Open
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Drawer, Unlock Journal, Read Journal
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---> Inside the journal is written a
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code word which will change every
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time the disk is booted, much like
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the space coordinates in STARCROSS
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were protected. Write this code
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word down as you will be referring
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to it in a moment...
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Drop Key and Journal, E, S, S, W, Get
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Matchbook and Vial, Open Vial, Drink
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Potion, Drop Vial, E, Open Mailbox,
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Put Matchbook in Mailbox, E, Get
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Scroll, Gnusto Meef, W
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---> Now, if you haven't heard the
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doorbell ring yet, keep typing
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'wait' until the mailman arrives
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and delivers the mail. If you've
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heard the bell, then the mail is
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already here...
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Open Mailbox, Get Orange Vial, D
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---> OK, Now we need to unlock this
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trunk. The combination of buttons
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to push depends upon the codeword
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found in Belboz' journal. Follow-
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ing are the various words and
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their associated combinations.
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Example: If the code is 'Blood-
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worm', you would input:
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Push White,
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Push Gray,
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Push Black,
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Push Red,
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Push Gray
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and the lock would open. Here are
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the various codes (thanks to the
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great FINEOUS FINGERS for supply-
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them!!):
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Bloodworm: White Gray Black Red Gray
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Brogmoid: Red Purple Red Black Purple
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Dorn: Gray Purple Black Gray White
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Dryad: Black Gray White Red Red
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Grue: Black Black Red Black Purple
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Hellhound: Purple White Gray Red Gray
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Kobold: Red Purple Black Purple Red
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Nabiz: Purple Black Black Black Red
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Orc: Red Gray Purple Gray Red
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Rotgrub: Gray Red Gray Purple Red
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Surmin: Black Black Purple Red Purple
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Yipple: Gray Purple White Purple Black
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---> OK, the lock should pop open and
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then you should...
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Get Moldy Scroll, Aimfiz Belboz, NE
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---> That should get you away from the
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hellhound. I would advise saving
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the game here, so you don't have
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to go through all that again if
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you happen to slip up. Also, from
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now on, you will find yourself
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growing sleepy from time to time.
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Whenever you start feeling tired,
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just 'Sleep' wherever you are.
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Make sure, however, that you are
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not in the middle of solving a
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time-crucial puzzle like the maze
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or the coal-bin room where sleep
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will lead to your doom. I will
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mention the places where sleep
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seems to overcome you, so don't
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worry about this too much. On
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to the solving...
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D, D, S (you should be in the Crater),
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NE, NE, E, N, NE, Memorize Izyuk,
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Izyuk Me, U, Get Guano and Scroll,
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Gnusto Fweep, D, SW, U, W, W, NE, SE,
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E, E, Put Guano in Cannon, Get Scroll,
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W, Lower Flag, Search Flag, Get Aqua
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Vial, W, NW, SW, W, D, D, S (you should
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be back at the Crater), W, Memorize
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Izyuk, Again (this is so you can re-
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member the spell longer), Izyuk Me,
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W, W, N, Get Coin, S, E, Izyuk Me, E,E
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---> About this time you may need to
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sleep. If not, you might want to
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type 'Wait' a few times until you
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get tired. Then type 'Sleep'.
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NE, NE, E, E, Wake Gnome, Give Coin,
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E, E, N, N
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---> Now on to the Maze! You need to
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memorize the Fweep spell at least
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3 times in order to get through
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this sucker. The spell wears off
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after a while and you will not be
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allowed to carry anything (like
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your spell book) while you are a
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bat (early bugs let you, but that
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is cheating...). If you haven't
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memorized it enough, you'll forget
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it. So...
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Drop All but Book, Memorize Fweep,
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Again, Again, Fweep Me, E, N, E, S, S,
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W, D, E, E, N, N, U, U, S (you should
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now return to human form), E, Get
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Scroll, Drop Scroll in Hole, Fweep
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Me
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---> At this point a Dorn Beast will
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start coming at you... GET THE
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HELL OUT!
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W, W, S, E (bye bye Dorn!), D, D, W, W,
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U, U, N, N, D, E (your Fweep spell
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should wear off at this point, so..),
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Fweep Me, S, E, N, D, W, S, W, U, W
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---> You've done it! Now, keep typing
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'Wait' until you are human again,
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then...
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Get All, S, S, E, Get Scroll, Gnusto
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Swanzo
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---> Here's another good place to save
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the game. Sleep if you need to...
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you probably will by the time you
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get to the amusement park.
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W, W, W, Search Gnome (AHA!), W, W,
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SW, SW, S, SW, W (a gnome will appear),
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Give Coin, W, W, S, Get Ball, Open Aqua
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Vial, Drink Aqua Potion, Throw Ball at
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Bunny, Drop Aqua Vial, N, E, E, NE, S,
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Yonk the Malyon, Malyon the Dragon
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---> At this point, keep typing 'Wait'
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until your muscles feel the effect
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of the aqua potion wear off.
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Then...
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S, Open Orange Vial, E, Drink Potion
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---> At this point, your twin should
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appear. This is an interesting
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time-puzzle that must be solved
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correctly in order to get past
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it with the scroll you find and
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your spell book still intact.
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An interesting bit of trivia for
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all you ZORK fans who always
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wanted to know what the timber
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in ZORK I was meant for...
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In the original mainframe ZORK,
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which incorporated the best of
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ZORK I, II, and III combined
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in one giant adventure, you
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found the crystal sphere (now
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found in the aquarium in ZORK
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II) by tying the rope to the
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timber and then using it to
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stop yourself halfway down the
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chute which ends up in the
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cellar of ZORK I. The authors have
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used this little puzzle here to
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great effect... Anyway, on with
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the solving...
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Give Book
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---> When you give your spell book to
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your older self, he will give you
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a combination number... remember
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it, then...
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Drop Vial, E, Set Dial to (whatever
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number you were given), Open Door,
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E, Get Rope, U, SW, Get Timber, S,
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NE, N, W, Tie Rope to Timber, Drop
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Timber, Drop Rope Down Chute, Climb
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Down Rope, Get Scroll, Golmac Me,
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Open Lamp, Get Smelly Scroll, D,
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Tell Younger Self "The Combination
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Is (the number you were given)"
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---> Remember to use the quotes when
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you talk to your younger self
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this way. He should then give
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you your spell book (think
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about what just happened!!).
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You should immediately go...
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D, (Now 'Wait' a few times until
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the orange potion wears off and you
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feel tired), Sleep
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---> You might want to save the game
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before this final set of moves!
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Gnusto Vardik, Memorize Meef, Again,
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Drop Book, Swim in Lagoon, D, Meef
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Weeds, Get Crate, U, W, Drop Crate,
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Get Book, Open Crate, Get Suit and
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Can, NE, N, Meef Vines, Spray
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Repellent on Suit, W, W, Memorize
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Vardik, Vardik Me, Open White Door,
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Memorize Swanzo, Swanzo Belboz
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*** AND THAT DOES IT!!!!! ***
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