242 lines
14 KiB
Plaintext
242 lines
14 KiB
Plaintext
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ZORK III
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Part 1
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Before you lies the final chapter of your elevation in the Great
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Underground Empire. You have explored the GUE in ZORK I; mastered
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Frobozz in ZORK II; what lies ahead remains to be seen. But you do see
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your old friend, the lamp, laying at your feet. So pick it up and let
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us begin.
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Turn the lamp on and go south to the Junction. Before you is a great
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rock and imbedded in it is your trusty sword...held fast! You can't
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remove the sword, but rest assured, should the need arise, it will come
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to you! Go south three times to the lake shore, and drop your lamp.
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You won't need it anymore. Enter the lake and dive immediately!
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There's a huge fish swimming around the area and you'd make him a tasty
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meal! On the lake bottom, randomly, you may or may not see a glittering
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object out of the corner of your eye. But whether you do or not, just
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get the object. If you drop it, just keep getting it until you've got
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it and go back up to the surface of the lake.
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Now swim west to the Western Shore and go south to the Scenic Vista.
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This amazing table is actually a teleporter that will take you to
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various places that you may have seen before! Take the torch that's on
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the wall and wait for the table to display the number "II". When "II"
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is displayed, touch the table. As you do, you find yourself in Room 8
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from ZORK II! And look! There's the can of Grue Repellent! Get the
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can and wait. Soon, you find yourself back in the Scenic Vista room
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again. This is fun!
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Wait for the table to display "III" and touch the table again. This
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time you find yourself a Damp Passage. You haven't visited here yet,
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but it's another area of ZORK III! Drop the torch and wait. Again,
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you're transported back to the Scenic Vista. If you have the urge to
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touch the table when it displays "IV", you'd better save your game for
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only death awaits you there!
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Now go north and enter the lake again. The shock of the cold water
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makes you drop your possessions, but don't worry. Just dive down and
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get the can of repellent. (You're wearing the amulet so you don't drop
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it!) Swim up and south to the Southern Shore and check your inventory.
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You should have the Amulet and the can of Grue Repellent. This next
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part is dangerous and success depends on the number of move you take.
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So don't do anything extraneous!
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Go south into the dark and spray the Grue Repellent on yourself. Don't
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drop the can, though, just press onward by going south and east to the
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Key Room. You can drop the can here because it's empty anyway. Get the
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key and open the manhole cover and go down into the darkness.
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You find yourself on an old dried-up Aqueduct! Go north twice and
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down. My, my! Here you are back in the Damp Passage and the torch is
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laying here right where you dropped it! Get the torch, go west back to
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the Junction, south twice and west four times to the Flathead Ocean.
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ZORK III
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Part 2
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You may or may not see an old Viking Ship sailing past at this point,
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but if you do, be sure to say "Hello Sailor" to the old man! You'll be
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rewarded for your kindness by the small vial he throws to you! Take the
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vial then go north, northeast, southeast and west to the cliff. Get the
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waybread from under the tree and go down the rope that you see tied to
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the tree. On the Cliff Ledge you see a huge chest, but you can't open
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it yourself! You'll have to wait until someone offers to help you!
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When the offer comes, tie the rope to the chest. Uh-oh...does this
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fellow mean to rob and strand you? No, if you wait long enough, he'll
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come back and dangle the rope back down to you. When he does, grab the
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rope and he'll haul you back up.
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When you finally get back up to the top of the cliff, you see he has
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opened the chest and taken the valuables from it. Seeing that he has no
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need of a simple wooden staff he gives it to you! Don't begrudge him
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his new found wealth, though, you have more important things to do!
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Go east, southwest, north, east and south to the Creepy Crawl. Now go
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east twice then south twice to the Great Door. Somehwere along the
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line, you should've heard or felt the rumblings of a great underground
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disturbance. This earthquake has caused a hole to appear next to the
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door! Go east through the hole to the Museum Entrance.
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Inside these doors you will find several terrific puzzles to solve!
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The first one we're going to take care of is behind the wooden door. Go
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north through the wooden door to the Technology Museum. Inside you find
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all sorts of bizarre machinery from various eras of ZORK! Only the gold
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machine is still working now. If you examine it closely, you'll see
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that it reminds you of the time machine from the H. G. Wells story!
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That's right, you're going to go time travelling, but you'll need to
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move the machine to the room you want to visit in a previous time. So
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push the machine south, open the Stone Door and push the machine east.
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This is the Jewel Room and if you read the plaque you'll see the year
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that this wing of the museum was dedicated (777). What you have to do
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is to get here *before* the dedication ceremonies because you'll need
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one of the Crown Jewels to complete ZORK III! Get in the machine and
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read the dial. Remember th year "948". This is the year that you're in
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right now and you'll need to reset the dial to get back here!
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Set the dial to "776" and push the button. Suddenly everything is
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completely different! You're still in the Jewel Room, but the gold
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machine and everything you were holding has disappeared! As you get
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your bearings back, you notice two things immediately: One is that the
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Crown Jewels are no longer locked inside the cage; and, two, you can
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hear guards' voices on the other side of the Stone Door, which
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(thankfully!) is closed! Take the Ring ONLY! Greed is not part of ZORK
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III! As you take the ring, you automatically slip it on your finger.
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Now wait until the guards leave the area. When they do, open the door
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and go west, then open the wooden door and go north back to the
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Technology Museum.
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Amazingly, the Golden Time Machine is right where you found it in the
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first place. But what of your other possessions? We'll find them! In
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order to take the ring back into the future, you'll have to hide it in
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the Time Machine somewhere and if you look, you'll see a compartment
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beneath the seat. Put the Ring under the seat, get in the machine and
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set the dial back to "948". Now push the button and *WHOOSH*! You're
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back in your own time again! Get out of the machine and look under the
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seat. You see the ring and put it back on your finger again. Now to go
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retrieve your other items. Open the wooden door and go south, then open
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the Stone Door and go east. Here's everything you were holding before!
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But, there's something different about this room. Wait! The steel cage
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is gone and there's only a plaque here now! Reading the plaque tells
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you that one of the jewels was stolen before the dedication ceremony
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could take place and that to protect the other jewels, they were locked
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inside a hollowed-out volcano! Amazing! You saw that place in ZORK II!
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Now go west and south to the Royal Puzzle Entrance.
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Take a deep breath here, because you're about to enter one of the
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toughest puzzles in ZORK III...the "Royal Puzzle"! I strongly suggest
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that you save your game here. One wrong move and it's curtains! 'Nuff
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said!
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ZORK III
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Part 3
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Leave the piece of paper here. It's just a warning about the
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complexity of the Royal Puzzle. Enter the puzzle by going down into the
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hole. There are two types of walls inside the puzzle: Marble and
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Sandstone. The Marble walls cannot be moved, but the Sandstone Walls
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can be pushed to form new arrangements. Please, oh please, follow the
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following directions exactly! If you don't, you'll get hopelessly lost
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and nothing will get you out of here without restoring your game!
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Ready? Okay, here we go!
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Push the East Wall. Go south, then southwest. Push the South Wall,
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then go east twice and push the South Wall.
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Go north twice then east and push the South Wall. Pushing this wall
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has uncovered a dusty old book! Get the book (that's really what we're
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here for!) and push the South Wall again. Go east, then northeast, and
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push the West Wall four times.
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Go northeast twice, north and push the East Wall. Go southwest, south,
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southeast, northeast, north and push the West Wall.
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Go northwest and push the South Wall twice. Go west, northwest twice
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and push the South Wall. Go southeast three times, northeast and push
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the West Wall twice.
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Go southwest and push the North Wall three times. Now go northwest.
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There, attached firmly to the east wall is a ladder. And directly
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above your head is the hole you came in through! Go up the ladder
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and...you're out!
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Well, your first two puzzle adventures are over with and it's time to
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leave the Museum. Hope you had fun pushing all those walls around!
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Go north, west and north twice to the Crystal Grotto, then go west
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twice and south to the Foggy Room. Soon, you will meet a puzzling
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adversary. When you do, your compassion will play a large part in the
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battle.
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Go west twice, north and east into the Land of Shadow. Somewhere
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around here you will be confronted by a cloaked and hooded figure. When
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you see him, your Elven Sword appears in your hand, glowing wildly!
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The trick here is to continue trying to kill the figure with your sword
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until the message "The hooded figure is badly hurt and cannot defend
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himself" appears. At this point, get his hood. As you slowly remove
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the hood, you are shocked to see...your own face! The figure smiles
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sadly, grimly at you and disappears! How strange! No time to wonder
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further about it, though. Take the cloak that was left behind. It is
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time to finish the puzzle....
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Depending on where you fight with the hooded figure, you'll have to
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make your way back to the Junction. Once at the Junction, go east and
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northeast to the Engravings Room.
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You should find an old man asleep here. If you don't, keep leaving and
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re-entering the room until he appears. Seeing that he's very frail,
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take pity on him and wake him up. As he wakes up he looks at you as
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though he's expecting something from you. Give the waybread to him.
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After he has eaten the bread, he tells you that what you seek may be
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through there, and points at a carved wall. You turn to look and see
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the faint outline of a secret door! When you turn back to thank the old
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man, though, you see he has disappeared!
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Open the door, and go down to the button room. You can't do anything
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with the button until the beam in the next room has been broken. So go
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north to the Beam Room. The thin red beam across the doorway must be
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interrupted by an article. The only thing you can spare right now is
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your sword. So break the beam with the sword and go back south. Now go
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back south and push the button. As you push the button, you hear a click
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and then a snap! Go north three times past the Guardians of ZORK and
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the Mirror to the inside of the Box.
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What a strange room this is! The ceiling is blue like the sky, panels
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to the left and right are of mahogany and pine. Surrounding you are
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panels in red, black, yellow and white. The "box" has two odd poles and
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a compass rose on the floor. We're going to move this box to bypass the
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Guardians of ZORK that you saw earlier! Begin by lifting the short pole
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out of the hole. Push the red panel until the compass rose is pointing
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south. Push the short pole back into the hole and push the mahogany
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panel until it won't go any further. Now it's time to exit the box, so
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push the pine panel. As it swings open go out into the Hallway.
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Go north once. Now it's time to use the vial. The vial is actually an
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invisibility potion. Open the vial and drink the contents. Although
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you don't feel any different, you've now beome invisible! Go north
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three times past the Guardians of ZORK to the Dungeon Entrance. Now is
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a good time to check your inventory. You should be carrying or wearing:
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The Hood, the Cloak, the Ancient Book, the Wooden Staff, the Torch, the
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Key, the Amulet and the Golden Ring. You can drop the vial here. If
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you're missing any of these items, you won't be allowed to enter the
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Dungeon.
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All set? Right! Knock on the door. After what seems an awfully long
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time, a small panel opens and you find yourself looking into the face of
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a wizened old man! He greats you and you feel drawn to him! As he
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speaks, you look deeply into his face and see...the old man by the
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secret door, the man at the cliff, the hooded figure! Impressed by your
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compassion, trust and patience, he will now help you complete your quest
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if you'll only direct him!
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Upon entering the Dungeon you find yourself in a Narrow Corridor. Go
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north, east, and north twice to the Parapet. The Master has followed
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you to this point. Before you, you see a sort of sundial with numbers
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from 1 to 8 and one button. The arrow is sitting at the numeral "1"
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right now. Set the dial to "4", push the button and go south to the
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cell door. Open the cell door and go south into the featureless Prison
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Cell. Inside the Prison Cell on the south wall is a closed Bronze Door.
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If you try to unlock the Bronze Door, though, you find that it is
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impossible!
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Tell the Master to close the door. He does so and awaits your next
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command. Now tell the Master to go north and to turn the dial to "6".
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Finally, tell the Master to push the button. As he does your biding,
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you note that the Prison Cell only seems to be bare and not featureless
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any longer! What's this? The Bronze Door only seems to be closed now!
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Could it have been an illusion before? Now you can unlock the door with
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the strange key! It seems to mold itself to the shape of the lock
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magically! With a small twist of the key, the huge bolt unlocks!
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With shaking hand, you open the door and going south, you find yourself
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inside the Treasury of ZORK, the ultimate storehouse of the wealth of
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the Great Underground Empire! As you look upon these fabulous riches,
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the Dungeon Master appears beside you and says that you have solved all
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the mysteries of the Dungeon! He has awaited your coming for many ages
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and is tired. Thus saying, he taps you on your head with his staff,
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mumbles a few spells and disapears from sight!
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As you sit there, you feel yourself growing older, stooped, wiser until
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you resemble all the characters you met in all the other ZORK
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adventures!
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All hail the new Ruler of ZORK!
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ZORK III is copyrighted by
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Infocom, Inc., 1982.
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This walkthru is copyrighted
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by Barbara Baser, 1985.
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All rights reserved.
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