646 lines
23 KiB
Plaintext
646 lines
23 KiB
Plaintext
***************************************************************************
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* InvisiClues(tm) *
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* The Hint Booklet for *
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* ZORK(R) I *
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***************************************************************************
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from Interactive Fiction Archive ftp://ftp.gmd.de/if-archive/
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Copyright by Infocom, Inc. Provided for non-commercial use only, with the
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sole intent of making information available that would otherwise be lost.
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Typed in by Henrik Dittmann. Proofreading by Paul David Doherty.
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Sample Question
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***************
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How many grues does it take to screw in a light bulb?
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A. Don't go on unless you've asked WHAT IS A GRUE?
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B. You could break a bulb, then hide and watch what happens.
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C. None. Grues are terrified of light.
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Table of Contents
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*****************
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Introduction
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Above Ground
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The Cellar Area
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The Maze
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The Round Room Area
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The Dam Area
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Old Man River
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The Coal Mine Area
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The Land Beyond the Chasm
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General Questions
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How Points are Scored
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For Your Amusement (after you've finished)
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Above Ground
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************
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Where do I find a machete?
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There is none. The game must have _some_ limitations. You can't expect
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to walk to the nearest airport and fly to London to see the British
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Museum...
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How do I cross the mountains?
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Play ZORK II.
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How do I kill the songbird?
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What a concept! You need a psychiatrist.
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Is the nest useful for anything?
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A. In China you might make bird's nest soup.
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B. This is not China.
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C. In other words, no.
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How do I open the egg without damaging it?
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A. _You_ don't.
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B. Have you tried saying OPEN EGG?
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C. It takes a great deal of manual dexterity and the proper tools.
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D. Someone else in the game can do it.
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E. Only the Thief can open the egg. Give it to him or leave it underground
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where he will find it.
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How do I fix the broken canary?
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A. It is broken beyond repair.
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B. No one can fix it. Really!
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Are the leaves useful for anything?
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A. They're great for hiding gratings.
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B. They can be taken, counted, or burned.
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How do I open the grating?
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A. You must unlock it.
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B. You need the skeleton key.
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C. It can be unlocked only from below.
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D. The grating and key can be found in the Maze.
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How do I get off the roof of the house?
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A. How did you get up there?
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B. Someone from Infocom would love to hear how you did it.
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C. This is one of those questions which was put in here for the sole
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purpose of teaching a lesson -- do not use the presence or absence of a
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question on a certain topic as an indication of what is important, and
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don't assume that long answers indicate important questions.
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Once I have the canary in an undamaged state, what do I do with it?
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A. Something is attracted to its singing.
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B. It is also a treasure.
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C. Try winding it in the forest.
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How do I get the brass bauble?
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A. You must open the egg first.
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B. See the previous question.
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How do I open the front door?
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A. It cannot be knocked down.
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B. It cannot be destroyed.
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C. It cannot be opened.
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How do I get into the house?
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A. Have you checked all sides?
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B. There's a window in the back which is partly open. Open it and climb
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through.
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Can I eat the lunch?
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Try it. Try the water, too. You can't be afraid to try _anything_ in
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ZORK I (but it may make sense to SAVE your state first).
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How do I get into the dungeons?
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A. The entrance is in the house.
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B. Trapdoors can be hidden.
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C. Move the rug.
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What is a grue?
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Ask ZORK I.
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The Cellar Area
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***************
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Can the trapdoor be opened from below?
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No. The only way to keep the trapdoor from closing behind you is to
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find another exit (other than the chimney, which is very limited).
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How do I get up the ramp in the Cellar?
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A. "The ramp is too slippery to climb."
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B. Is there a way to make it less slippery?
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C. No. You won't ever get up the ramp.
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How do I negotiate with the Troll?
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A. Trolls tend not to be conversational. They require a much more direct
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approach.
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B. You won't get past the Troll while he is conscious.
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C. Kill him with the sword.
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What do I do with the axe?
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A. It can be used as a weapon, but isn't really necessary for anything.
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B. +---------------------------------------------------------------------+
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+---------------------------------------------------------------------+
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Does the paint in the studio mean anything?
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The artist was sloppy.
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The Maze
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********
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How do I get through the Maze?
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A. It is essential that you make a map of the Maze.
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B. All ten directions are used: N, S, E, W, NE, NW, SE, SW, UP and DOWN.
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C. Some passages lead back to the same room.
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D. Rooms can be marked by dropping objects. (However, the Thief can be a
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pain.)
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E. There are 22 rooms west of the Troll Room.
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What do I do with the rusty knife?
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A. If you had your sword when you took it, the pulse of blinding light
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should have served as a warning.
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B. Try throwing the knife or attacking someone with it.
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What do I do with the skeleton?
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A. Let the dead rest in peace.
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B. +---------------------------------------------------------------------+
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+---------------------------------------------------------------------+
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Can I use the broken lantern?
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If you think it's useful, there's this bridge you might be interested
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in.
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How do I get past the Cyclops?
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A. Fighting isn't always the answer.
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B. There are two solutions. The alternate begins at F.
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C. What happens if you hang around too long, or give something to the
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Cyclops?
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D. He's hungry, isn't he?
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E. Feed him the lunch and water.
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F. Do you remember your mythology?
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G. Take a very close look at the commandment in the black book.
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H. The Cyclops is scared silly of the name of his father's nemesis,
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ODYSSEUS (first letter of each line in commandment -- some computer
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screens are narrow and make this more difficult to see). The Latin
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version of the name, ULYSSES, is also accepted.
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I. For fun, try saying ODYSSEUS elsewhere.
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The Round Room Area
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*******************
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How do I get the platinum bar?
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A. For ZORK I releases (revisions) 1 through 14, the only solution to this
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problem begins at G. For ZORK I releases 15 on, there are two
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solutions -- the preferred solution begins at B, the alternate at G.
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B. What is causing the loud roar?
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C. Is there a way to control the flow of water?
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D. Solve the puzzle of the dam.
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E. Does opening or closing the dam gates affect anything downstream?
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F. Open the dam gates. Wait until the reservoir is empty, then close the
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gates. Take advantage of the silence in the Loud Room while the
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reservoir refills.
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G. This solution to the Loud Room requires no object or information from
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elsewhere in the game.
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H. The solution has something to do with the room's acoustics.
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I. What happens whenever you say something? >something?< >>something?<<
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J. Type ECHO.
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How do I kill the rock?
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A. How silly!
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B. The term "living rock" is metaphorical, and should not be taken
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literally.
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Is there anything special about the mirror?
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A. Breaking it is not a good idea.
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B. Looking into it can be fun.
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C. Did you ever try touching or rubbing it?
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D. There are two Mirror Rooms. Touching the mirror in one transports you
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to the other.
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How do I enter Hades?
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A. You must exorcise the evil spirits.
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B. For a hint, turn the page in the black book.
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C. It requires the bell, book and candles.
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D. Ring the bell, light the candles, and read the black book.
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E. The order in which you perform the ceremony is very important. Also,
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you must be holding the candles when you light them. Speed is of the
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essence, too -- don't waste any more time than is necessary between
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steps.
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Can I get anywhere from the Dome Room?
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A. Yes. It is likely that you have seen the necessary equipment.
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B. It is found in the Attic.
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C. Tie the rope to the railing.
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Can I go up from the Torch Room?
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No.
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How do I get out of the Temple area?
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A. You'll never reach the rope.
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B. You can leave from the altar end by going down, but "you haven't a
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prayer of getting the coffin down that hole."
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C. Or solve the puzzle of the granite walls.
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D. The altar has magical powers. What is usually done at altars?
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E. Try praying.
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The Dam Area
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************
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How do I blow up the dam?
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A. What a concept!
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B. +---------------------------------------------------------------------+
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+---------------------------------------------------------------------+
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How is the control panel operated?
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A. You can turn the bolt.
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B. You need the wrench.
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C. You must activate the panel. (Green bubble lights up.)
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What is the green bubble for?
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It indicates that the control panel is activated. Use the buttons in
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the Maintenance Room.
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What do I do with the object which looks like a tube of toothpaste?
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A. Read the tube.
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B. Brushing your teeth with it is not sensible.
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C. It doesn't oil the bolt well.
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D. Gooey gunk like this is good for patching leaks in water pipes or
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boats.
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What is the screwdriver for?
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You'll know when the time comes.
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What do the buttons in the Maintenance Room do?
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A. Try them all. You should be able to find out.
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B. The blue button causes a water pipe to burst.
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C. The red button turns the lights on and off.
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D. The yellow button activates the control panel at the dam. (The green
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bubble is now glowing.)
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E. The brown bubble [sic] deactivates the control panel.
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Can I stop the leak?
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A. Yes, but not with your finger.
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B. Isn't there some sort of glop you could apply?
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C. Use the gunk in the tube.
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What is the pile of plastic good for?
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A. What is the valve for?
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B. Did you try blowing into it?
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C. You need the air pump, which is north of the Reservoir.
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D. Solve the dam problem, or figure out the mirror.
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Old Man River
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*************
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Can the river be crossed?
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Not without a boat.
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What will placate the River God?
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A. What have you tried to throw into the river?
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B. There is no River God. Anything thrown in is lost forever.
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How do I get back from across the river?
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A. If you launch the boat from Sandy Beach, you can cross the river to the
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west to White Cliffs South.
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B. It is also possible to cross the rainbow.
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How do I control the boat?
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A. Read the label.
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B. You can say BOARD (or GET IN), DISEMBARK (or GET OUT), LAUNCH, and LAND
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(or a direction towards a landing area). You can also let the current
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carry you.
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How do I carry a pointy object onto the boat?
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Pointy objects can puncture a plastic boat. You should not carry them
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on. Put them in the boat before boarding or put them into a container,
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such as the brown sack, first.
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How do I go over the falls?
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A. Just stay in the boat and wait.
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B. Well, what did you expect?
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C. "I see no intelligence here."
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D. By the way, have you ever taken a close look at the word ARAGAIN?
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What is the significance of the rainbow?
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A. You can cross it and get the pot of gold.
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B. You do not click your heels together three times while saying "There's
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no place like home."
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C. The description of one of the treasures, and the result of manipulating
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it properly were meant to be subtle hints.
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D. Raise or wave the sceptre while standing at the end of the rainbow.
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How do I get through the crack in the Damp Cave?
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A. "It's too narrow for most insects."
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B. You don't.
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How do I turn myself into an insect?
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A. Build a cocoon?
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B. Not bloody likely.
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The Coal Mine Area
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******************
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What do I do about the bat?
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A. It's a vampire bat.
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B. Have you never watched an old horror movie?
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C. Use the garlic.
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How do I get beyond the Smelly Room?
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If your lantern battery is dead, forget it.
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How do I find my way through the coal mine?
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I would think you were an expert maze-mapper by now.
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Is the basket on the chain useful?
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Anything that complex in ZORK I is useful.
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How do I get through the narrow passage from the Timber Room?
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A. "You cannot fit through this passage with that load."
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B. Did you try dropping everything?
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What source of light can I bring into the Drafty Room?
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A. Matches.
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B. (Well, no one said they would work in a draft.) You can't carry a light
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source in. There is another way.
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C. Why might the room be drafty?
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D. Did you ever wonder where the shaft with the basket led?
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E. Objects, including light sources, can be placed in the basket. The
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basket can be lowered and raised.
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What is the timber for?
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It makes the room more interesting and the adventurer more confused.
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How do I use the machine?
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A. The switch description should remind you of something.
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B. Try putting something inside and turning the machine on with the
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screwdriver. Have a dictionary handy.
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C. You can make a diamond from coal.
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What is meant by the "Granite Wall" in the Slide Room?
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Evidently the ancient Zorkers did not have strong truth-in-advertising
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laws. Take nothing for granite.
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Is the coal good for anything?
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A. It is a source of carbon.
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B. One of the most valuable gems is made of carbon.
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C. Diamonds are pure carbon in crystalline form. They are created under
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tremendous heat and pressure.
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Is the gas of any use?
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It's great for blowing up dim-witted adventurers who wander into a coal
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mine with an open flame.
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The Land Beyond the Chasm
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*************************
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How do I cross the chasm?
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There's no bridge.
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How do I build a bridge?
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A. An interesting idea...
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B. The timber might be useful.
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C. But then again, maybe not.
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D. A valiant attempt, but this is getting you nowhere.
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Why doesn't the magic word "plugh" work in the land beyond the chasm?
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A. "A hollow voice says Fool."
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B. Should nonsense words work anywhere in ZORK I?
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C. Remember the warning in the introduction. Do not let the presence or
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absence of questions, or the lengths of the answers, influence your
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game.
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After the meteor strike activates the long-dormant volcano and destroys the
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bridge, how do I get back across the chasm?
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Whew! (That might actually be an interesting addition to the game.)
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General Questions
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*****************
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Why does the sword glow?
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Elvish swords are magical, and glow with a blue light when dangers
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(particularly dangerous beings) are near.
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What do I do about the Thief?
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A. Discretion is the better part of valor.
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B. You can almost always avoid a confrontation by walking away. Although
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you may be robbed, at least you won't be killed.
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How many points are there in the game?
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350. Any time you say QUIT, RESTART, or SCORE, this is pointed out.
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How do I get out of the dungeons?
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A. There are six exits.
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B. The chimney will allow you to carry one object at a time in addition to
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your lamp.
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C. Once you find an exit other than the chimney, the trapdoor will not
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close behind you.
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D. Probably the easiest exit (conceptually) is by way of the grating. You
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will probably come across the other three exits while solving some of
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the harder problems, but it is not necessary to find more than one to
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complete the game.
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What is the significance of all the engravings?
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The knowledgeable critic, I. Q. Roundhead, wrote a ten-volume study of
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the engravings of the ancient Zorkers. To make a long story short, he
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concluded that the Zorkers were very strange people.
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How do I kill the Thief?
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A. The Thief is a cunning and dangerous opponent, skilled in the martial
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arts. Novice Zorkers would do well to avoid him.
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B. It is possible to distract him for one move by giving him something of
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value.
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C. The nasty knife is a marginally more effective weapon to use against
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him.
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D. As you gain in points, you become a better match.
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How can I recharge my lamp?
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A. What makes you think you can?
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B. It is always best to conserve resources. You can prolong its life by
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turning it off whenever you can and using alternate light sources.
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What happens when you die in ZORK I?
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A. You may appear in the forest with your belongings scattered (valuables
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below ground, nonvaluables above).
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B. You may wander as a spirit until you find a way to resurrect yourself.
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C. ZORK I is as fair as baseball. Three strikes and you're out.
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D. You become a spirit if you have visited a certain location before
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death.
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E. The location is the altar in the South Temple.
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F. Try praying at the altar.
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Who is "the Other Occupant?"
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A. "He of the large bag."
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B. The Thief, of course.
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How do I go over the falls without killing myself?
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Why not ask, "How do I cut off my head without killing myself?"
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Where is HELLO SAILOR useful?
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A. Are you sure you want to know?
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B. Absolutely certain?
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C. To quote the black book, "Oh ye who go about saying unto each: 'Hello
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Sailor': Dost thou know the magnitude of thy sin before the gods? ...
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Surely thou shalt repent of thy cunning."
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D. Nowhere. (You were warned.)
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Why do things move and disappear in the dungeon?
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A. The Thief is constantly moving about.
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B. There is a high probability that he will take valuable objects (except
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the gold coffin) which you have seen. There is a much lower probability
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that he will take a nonvaluable object (again, only if you have seen
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it), and he may later decide to drop it.
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Where are the treasures the Thief took from me?
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A. As he wanders about stealing things, he puts them in his bag. Whenever
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he stops in his Treasure Room, he drops off the valuables he has
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collected.
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B. You can get the contents of the bag by defeating him in a fight.
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C. The Treasure Room is guarded by the Cyclops.
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What do I do with the stiletto?
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A. Congratulations! Getting the stiletto is rare. If you keep it away from
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the Thief, he won't attack you.
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B. It is a weapon, nothing more.
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Who is the lean and hungry gentleman?
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The Thief.
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Where can I use the shovel?
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A. It will dig only into very soft soil.
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B. Try it in the sand.
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C. The sand in the Sandy Cove [sic] is most promising.
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Is there any significance to all the granite walls?
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A. There are only two true granite walls.
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B. While next to a real granite wall, you can transport yourself to the
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location of the other by saying the name of the room.
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C. The two granite walls are in the Temple and the Treasure Room.
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Which object is best for casting images?
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A. What are you talking about?
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B. +---------------------------------------------------------------------+
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| >>This space intentionally left blank.<< |
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+---------------------------------------------------------------------+
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Many people have questions pertaining to the map.
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This section is for them.
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How do I get into the Strange Passage?
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A. This is not necessary to complete the game.
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B. See the alternative Cyclops answer.
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How do I get into the Stone Barrow?
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A. You'll know when the time comes.
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B. When you have all 350 points, you'll be able to enter the Barrow.
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How Points are Scored.
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**********************
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Progress Points
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***************
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(Use only as a last resort.)
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You get 10 points for getting into the house, 25 for getting into the
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Cellar, 5 for getting past the Troll, 13 for getting to the Drafty
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Room, and 25 for getting to the Treasure Room. These points plus all
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the treasure points make 350. When you have all 350 points, the
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twentieth treasure will appear in the case -- a map which leads
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(indirectly) to 400 more points (ZORK II).
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Treasures: Their Values and Locations
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*************************************
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(Use only as a last resort.)
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value value
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treasure (touch) (case) where
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jewel-encrusted egg 5 5 in nest in tree
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clockwork canary 6 4 in the egg
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beautiful painting 4 6 Gallery
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platinum bar 10 5 Loud Room
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ivory torch 14 6 Torch Room
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gold coffin 10 15 Egypt Room
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Egyptian sceptre 4 6 in the coffin
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trunk of jewels 15 5 Reservoir
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crystal trident 4 11 Atlantis Room
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jade figurine 5 5 Bat Room
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sapphire bracelet 5 5 Gas Room
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huge diamond 10 10 you create it
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bag of coins 10 5 in the Maze
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crystal skull 10 10 Land of Living Dead
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jeweled scarab 5 5 buried in Sandy Cave
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large emerald 5 10 in the buoy
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silver chalice 10 5 Treasure Room
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pot of gold 10 10 End of Rainbow
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brass bauble 1 1 the songbird has it
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For Your Amusement
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******************
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(after you've finished the game):
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Have you ever:
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...opened the grating from beneath while the leaves were still on it?
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...tried swearing at ZORK I?
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...waved the sceptre while standing on the rainbow?
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...tried anything nasty with the bodies in Hades?
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...burned the black book?
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...damaged the painting?
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...lit the candles with the torch?
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...read the matchbook?
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...tried to take yourself (or the Thief, Troll, or Cyclops)?
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...tried cutting things with the knife or sword?
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...poured water on something burning?
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...said WAIT or SCORE while dead (as a spirit)?
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Words you may not have tried:
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HELLO (to Troll, Thief, Cyclops)
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ZORK
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OIL (lubricate)
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XYZZY
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WALK AROUND (in forest, outside house, or inside house)
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PLUGH
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FIND (especially with house, hands, teeth, me)
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CHOMP
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COUNT (candles, leaves, matches)
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WIN
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MUMBLE (or SIGH)
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LISTEN (especially to the Troll, Thief, or Cyclops)
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REPENT
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WHAT IS (grue, zorkmid, ...)
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YELL (or SCREAM)
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SMELL
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