182 lines
12 KiB
Plaintext
182 lines
12 KiB
Plaintext
ZORK II
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(Infocom)
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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
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advice. The Wizard of Frobozz is a lot more troublesome than the thief ever
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was. This is due to his spell-casting abilities. Therefore, frequent saving
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of the game is recommended! Otherwise, you will be wasting a lot of time
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waiting for some 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
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South, SE to the North End of Garden. Enter the Gazebo, and get all items
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on the table. Then "Exit Gazebo," and go N, NE to the Shallow Ford and fill
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the teapot with water. Now, head South, SW, SW, and you will be in the
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Carousel Room. This is a wonderful place that spins you around, so you
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can't be sure that you're going in the direction you specify. Fun, huh?
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The thing to do here is keep moving around until you get to the Riddle
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Room. That room is actually SE of the Carousel Room, but you aren't likely
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to get there by typing SE, at least not for a while. So, every time you
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move, and find yourself somewhere else besides the Riddle Room, you will
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have to return to the Carousel Room and try again. Also, before you start
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moving around, drop everything but the teapot and the lamp; you'll pick up
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the things again as you need them. These are the directions from the
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various other rooms to the Carousel Room: Marble Hall - South Path Near
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Stream - Southwest Topiary - West Menhir Room - North Cobwebby Corridor -
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Northeast Cool Room - Southeast All right, you've finally made it to the
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Riddle Room.
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Now, all you have to do is answer the riddle! Actually, it's a fairly
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simple riddle; just enter: Say "A Well," and you will be able to move on to
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the East, which is the Pearl Room. Leave the necklace for now, and continue
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East into the Circular Room. There is a large bucket here, just big enough
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for you to enter, so do that. Then pour water into the bucket, and it will
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rise to the top of the well. Get out of the bucket, then go East into the
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Tea Room, and get all cakes except the orange one. Eat the green cake, and
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you will shrink down. Now, go East into the Pool Room, and throw the red
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cake into the pool of tears. The water will be soaked up, and you can get
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the package of candies. Forget about the flask; there is no use for it.
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Return West to the Posts Room, and eat the blue cake. Presto! You are
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returned to normal size. Stretch a little, then head NW into the Low Room.
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Aha, there's a robot here. Tell the robot to "Go E," then go that way
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yourself, and you will both be in the Machine Room. I wouldn't be surprised
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if the controls to the Carousel room were here! Tell the robot to "Push
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Triangular." There will be a thud in the distance (something fell), and the
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Carousel Room is now off. Tell the robot to go South, and do likewise. You
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are now in a Dingy Closet, and a red sphere sits invitingly just beyond
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your grasp. Try getting it, and a steel cage will come down over you (uh
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oh!). Not to worry, however! Once the cage is down, just tell the robot
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(even though you can't see him) to "Lift Cage." Once that's done, you will
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be able to get the sphere.
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Now, getting back to the bucket may be a problem of sorts; pushing the
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button has caused strange things to happen in the Low Room. So, after going
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North and West from the closet into the Low Room, you may have a problem
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when trying to go SE back to the Tea Room. Keep trying however, and you'll
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get there sooner or later. Then, go West from the Tea Room, enter the
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bucket, get the water, and the bucket will descend again. Get out, drop the
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Teapot, head West, pick up the necklace, then West again and NW to the
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Carousel Room. There is a box here (the thud you heard before). Open it,
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and inside is a violin. You don't need to take it now, so just leave it
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here for the time being.
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Drop the sphere, necklace and candy, then get the sword, place mat and
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letter opener. Move North to the Marble Hall, picking up the brick, then
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continue North until you come to the Ledge in Ravine. Go up to the Tiny
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Room, which has a locked door. Slide the mat under the door, then move the
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lid and insert the opener in the keyhole. Remove the opener, then pull the
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mat and get the key. Now, unlock and open the door and go North into the
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Dreary Room. Drop the key and opener, and get the blue sphere. Now, it's
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South and Down to the ledge, then West and North into the Dragon Room (what
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would an adventure game be without a dragon?).
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He's not one of your nicer dragons, so be careful here. Hit him with the
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sword, then move South. He will follow you. Hit him a second time, and move
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South again. He's still following you, and you're almost where you want to
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be. Whack the scaly nuisance one more time, and head West into the Ice
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Room. Okay, the dragon follows you in, gets silly over his reflection in
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the glacier, and proceeds to get himself drowned. You can drop the sword
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now, since you won't be needing it anymore. As his body washes away, go
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East and SE to the Carousel Room, then SW to the Cobwebby Room.
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Get the string, then go back NE and pick up the newspaper and the matches.
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Now move along NW, West, and West again into the Lava Room. Leave the ruby
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for now, and continue on Southward to the Volcano Bottom. Aha, look what's
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here....a hot air balloon! All you need is a way to get it inflated, and
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you just happen to have the means to do that. Get into the basket, then
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open the receptacle and put the newspaper inside. Light a match, then light
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the newspaper with the match. Make sure you keep the receptacle open! Now,
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just wait until the balloon rises to the Narrow Ledge, then "Land".
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Tie the wire to the hook and get out of the basket. On the ledge is a gold
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coin. Pick that up and head South into the Library. Get the purple book,
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open it, get the stamp, then drop the book. You can ignore the other books;
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they are all worthless. Now, back North and into the basket again. Untie
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the wire, and wait until the balloon rises to the Wide Ledge. Again, "Land"
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and tie the wire to the hook. Get out and go South. Now, it's time for a
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few thrills. Put the string in the brick, then put the brick in the hole in
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the box. Now light a match, then light the string.
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Now, head North IMMEDIATELY. There will be an explosion, then you can
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safely go back and get the crown. But don't dawdle; once you have it, get
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back to the basket pronto! The explosion weakened the ledge, and it won't
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hold much longer. So, get in, untie the wire, close the receptacle, and
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wait until the balloon lands at the Volcano Bottom. Well, you seem to be
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doing almost as much travelling around as in Zork I, and you aren't
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finished yet, not by a long shot! Go North, get the ruby, then East twice
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and SE to (yet again!) the Carousel Room. Drop off everything but the lamp,
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then go NW, North, North, West, and West again, and you should now be at
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the entrance to the bank.
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The bank is tricky, so follow directions carefully here. Go NE, then East
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into the Safety Depository, then South into the office and pick up the
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portrait, and back North again. Now, "Enter Light," and you will be in a
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small room. At this point "Enter South Wall," and you will be in the
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Depository again. "Enter Light" a second time, and you will find yourself
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in the vault, with a pile of bills in front of you. Get the bills, then
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"Enter North Wall," and once more you are in the Depository.
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Now, drop the bills and portrait, and go East to the East Tellers Room. Go
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East again to the Depository, pick up the goodies, and "Enter Light." This
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time, you are in the East Viewing Room. From there, go South and you will
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be at the bank entrance. You have robbed the bank, and kept the alarms
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silent. Okay, head along East until you reach the Dragon Room, then North
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to the Dragon's Lair. Leave the chest for now; instead, say "Hello
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Princess," and wait until she leaves. Follow her, and continue to follow
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her until you are both in the Gazebo, then wait.
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The unicorn will appear, and the princess will give you the key from around
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its neck, and also a rose. You can drop the rose; it has no use in the
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game. Well, you're getting closer to the end-game, but there are still a
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few things left to do. Exit the Gazebo, then move South, West, SW. Drop off
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some of the treasures, then go back NW, North, North, North to the Lair
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again. Open the chest and get the statuette, then return to the Carousel
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Room. From there, due South to the stairway. This is a good place to save
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the game, as you are about to enter one of the nastier mazes around. Go
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down the stairs, and you will be in the Oddly-Angled Room.
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Things are not always as they seem here, and the exact direction to go at
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this point is not constant. Try East first, and if you can't go that way,
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then try West. Either way, you should find a club. Get the club, and from
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that point, go SE, NE, NW, SW. Watch the room descriptions carefully as you
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do this; the little diamonds on the floor should get brighter with each
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move you make (you are actually "running the bases" here). If they are not
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doing this, restore the game and try again. When you have done it
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successfully, there will be a noise in the distance.
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Now, you should try to go either North or South (that varies also). If one
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way doesn't work, try the other, and if neither works, try East or West.
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There will be a staircase going down, but you don't want to do that yet, so
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go Up instead, and head North until you are back in the Carousel Room. Get
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the blue and red spheres and the candy. Drop a few things if you have to,
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but hang on to the club! Now, SW twice, and you are in the Guarded Room,
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with a lizard head in the doorway. Give the candy to the lizard, then
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unlock the door with the gold key. Open the door and go South, then West
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twice into the Aquarium. Throw the club at the aquarium, then get the clear
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sphere.
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Go East into the Wizard's Workroom. Put each sphere on the stand of the
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same colour, then get the black sphere that appears, and go South into the
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Pentagram Room. Put the sphere on the circle, and the Demon will appear.
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You must give him ALL the treasures you have collected, as well as the gold
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key. This will mean at least one more trip to and from the Carousel Room to
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get all the stuff. When you have given everything to the demon, tell the
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demon, "Give Me The Wand," and he will take the wand from the Wizard and
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give it to you. Now, you're almost finished!
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Go North, East, North, North, NE, South, and you are in the Menhir Room.
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You need to get the Menhir out of the way for a little while, so do this:
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Wave the wand at the Menhir and say, "Float." The Menhir will rise up,
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allowing you to go SW into the kennel and get the collar. After that, go
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NE, then South, then Down, and Down again into the Cerberus Room. Cerberus
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is no problem; just put the collar on him. Now, go East, then South, and
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you are in the Crypt. Turn off the lamp, and you will notice a secret door
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in the south wall. Open the door and go South, and you will be on the
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Landing. The game is over!! Or is it? After all, there's still Zork III up
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ahead!
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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