191 lines
11 KiB
Plaintext
191 lines
11 KiB
Plaintext
ZORK III
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(Infocom)
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Well, you've come a long way since you first stood by the mailbox outside
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the house in the forest. You've defeated the thief, outwitted the Wizard of
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Frobozz, and now, you stand at the foot of the endless stairs, ready to
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embark on the final part of your journey. So, pick up the lamp, turn it on,
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and head along due South until you come to the shore of the lake. Drop the
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lamp <say goodbye to it; you won't be seeing it again>, and jump into the
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lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim west and
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then go South into the Scenic Vista.
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Kind of a strange place, with changing numbers on the wall and a bare
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table...not quite all that scenic, eh? Well, get the torch, and wait for
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the number to change to "II." Then, touch the table. My oh my! You're in a
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room from Zork II....Room 8, as a matter of fact. However, you don't have
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much time to sight-see, so get the can of Grue repellant, then try moving
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East, and you will find yourself back in Scenic Vista again. Now wait for
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the number to change to "III," then touch the table again. This time,
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you're in a Damp Passage. Drop the torch, and just wait there until you're
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pulled back to Scenic Vista.
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Okay, you're finished here, so move along North to the shore, and again
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jump in the lake. Splash! It hasn't gotten any warmer; in fact, you just
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dropped the can of repellant. So, go Down, and you will be on the lake
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bottom. Ah, there it is! But, could there be something else there, too?
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"Get all," and you will have not only the repellant but also an amulet.
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This is one of those "wonderful" variable things; it may take more than one
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try on your part to get both items. In the meantime, you can't stay in the
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icy waters too long, and sooner or later a hungry fish will come looking
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for you. Therefore, it's best to save the game before you jump in from the
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Western Shore. So if you die in the water, or get eaten by the fish, or
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picked up by the Roc <while you're swimming on the surface>, you don't have
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to start all the way back at the beginning.
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By the way, this is the only one of the Zorks where you don't lose points
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if you die. But, all the items you've collected so far get scattered all
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around, and it's time-consuming to go look for them. Okay, now you have the
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can and the amulet, so head Up to the surface, then South to the Southern
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shore. You can see a cave to the South, and it looks kind of dark. In fact,
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it *is* dark in there, which is why you have the repellant. So, spray the
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smelly stuff on yourself, and go South, and you will find yourself in a
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Dark Place. Go South again, then East, and you will be in the key room.
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Whew! At least there's some light in here! And by the light you can see a
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strange key. Get the key, then move the manhole cover and go down. And here
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you are on an aqueduct. Since you can't go back <the Grue repellant
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wouldn't have lasted that long>, you might as well go forward. So, just
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head along North and you will come to the Water Slide. Go North down the
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slide, and guess where you are? In the Damp Passage! And there's the torch,
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so pick it up, because you're certainly going to need a light
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source...especially when you think of where you're going next.
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So, from the Damp Passage hike along West to the Junction <you can't get
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the sword out of the rock, so don't even try>, then South into Creepy
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Crawl, and Southwest into the Shadow Land. Here we come to another variable
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portion of the game. You will have to wander around in the Shadow Land
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until a cloaked and hooded figure appears. When that happens, the sword
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will suddenly materialize in your hand, and you will be able to fight.
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However, since there's no way of telling when that will happen, you just
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have to keep moving around until it does. At least you will get a chance to
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practice some elementary map-making! Also, this is the most dangerous part
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of the game, as the figure is quite capable of killing you, too! So, best
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to save before you enter Shadow Land.
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When the mysterious figure finally appears, attack him with your sword
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until he is badly wounded and cannot defend himself. At that point, get his
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hood. The figure will then disappear, leaving the cloak behind. Get that
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also. Now, you have to get out of here, and I can't tell you exactly how,
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since there's no way of knowing exactly where you were when the fight
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started. However, if you go Eastwards, you will exit the Shadow Land at
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either the Creepy Crawl or the Foggy Room. From either place, go North to
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the Junction.
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From the Junction, it's West through the Barren Area, and West again to the
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Cliff. Bet you just can't wait to climb down the rope, huh? Well, pick up
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the bread first, then go down to the ledge. Well, well, a chest! Too bad
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you don't have a key to open it. In fact, there's no way for you to open it
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at all. But don't despair, there's a way of doing it. Just wait around and
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someone will come along the top of the cliff. You may not really trust him,
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but tie the rope to the chest when he asks, and wait around some more.
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Eventually, he will return and help you back up the cliff. He will also
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give you a staff, which is what you're really after here. Take the staff,
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then go back down to the ledge, and from there, to the Cliff Base. Now trek
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South to the Flathead Ocean, and do a little more waiting. Sooner or later
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a ship will come floating by. As soon as you see it, say: "Hello, Sailor."
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The man in the ship will throw something onto the beach for you. Take a
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look, and you will see it's a vial. It'll come in handy later, so pick it
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up. Now comes the fun part: You have to wait for the earthquake <notice how
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you've been doing a lot of waiting around? I hope you're a patient
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person!>.
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While you're waiting, you might want to wander around a little, although
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you've been to most of the accessible places by now. In any case, wherever
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you are, once the earthquake hits, make your way to the Creepy Crawl, and
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from there East into the Tight Squeeze, then East again into the Crystal
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Grotto. Then all the way South to the Great Door, and East into the Museum
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Entrance. Now, open the East door, then go North into the Museum. Look at
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the gold machine <it's a time machine, in case you were wondering>, then
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set the dial to 776.
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Here comes the fun part: Push the machine South into the Entrance, then
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East into the Jewel Room. Get into the machine, and push the button. Aha!
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Now you're back in 776 GUE, but the time machine seems to have vanished! No
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matter, wait for the guards to leave, then get the ring <and *only* the
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ring!>, then open the door, go out into the Entrance, open the North door
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and go North. By golly, the machine is right there! Put the ring under the
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seat, turn the dial to 948, get in, and push the button. Whew, you're back
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in the right time period again. Get out of the machine, look under the seat
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<you will get the ring automatically when you do this>, then back South,
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and South again, to the Royal Puzzle.
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Okay folks, you are about to enter the absolute nastiest part of the game.
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You must follow the instructions *EXACTLY* as given, or you will never get
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out. And, since it would be easy to make a mistake here, I strongly
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recommend you save the game.
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1. Go Down the hole, then push the South wall. Then go East, South, East,
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East. Push the South wall, get the book, and push the South wall again.
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2. Push the West wall twice. Then go East, South, and push the East wall.
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3. Now, go straight North until you come to the marble wall, and push the
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East wall.
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4. Now, go West, South, South, South, South, East, East, North, North,
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North, and push the West wall.
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5. From there, go East, South, South, South, West, West, West, West, North,
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North, North, West, North. Push the East wall three times.
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6. Now, West, West, South, South, East, East, South, and push the East
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wall.
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7. Okay, now West, West, West, North, North, North, East, East, and push
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the South wall two times.
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8. From there, West, South, South, East, East, North, and push the West
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wall two times.
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9. Now, South, West, and push the North wall until it won't move any more.
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10. Then West and North.
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Finally! You have maneuvered the ladder under the hole <which was the
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purpose of all this pushing and running around>, and now you can just go up
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and out! WHEW!!!!
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Okay, you've solved the Royal Puzzle and you have the book, so go North to
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the Museum Entrance, then open the East door and get your other stuff from
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the Jewel Room. Then it's back West to the Great Door, and from there back
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to the Junction. Now, East into the Damp Passage, and NE to the Engravings
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Room. Well, we have here yet another <!> of those variable events: Sooner
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or later, an old man will be sleeping here. If he isn't there the first
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time you arrive, walk around a little and return.
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When you finally do see him, wake him up and give him the bread. He will
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eat it and then make visible to you a secret door. He will then vanish.
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Okay, you're getting closer to the end! Open the door, and go into the
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Button Room, then North to the Beam Room. Put the sword in the beam, then
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go back to the Button Room and push the button. Now, back North to the Beam
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Room and North again into the Mirror Room. There will be an opening in the
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Mirror, so go North one more time, and you will be inside. Now, don't let
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the long and complicated descriptions scare you! It's not really as bad as
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you think <it's worse! heheheheh..just kidding!>.
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First, raise the short pole. Then, push the white panel twice. Now, push
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the pine panel, and go North. Okay, so here you are, standing a little too
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close for comfort to the Guardians of Zork. If I were you, I wouldn't try
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going past them quite yet! Open the vial, then drink the liquid. While
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nothing seems to have happened, you have in fact become invisible. Now you
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can walk North until you come to the locked door. Knock on the door, and
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the Dungeon Master will open it and let you in.
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All right, hang in there, you have reached the end game! Go North, then
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West, then North again. The DM will be following you. Go North to the
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Parapet, set the dial to 4, and push the button. Now, go South, open the
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cell door, and step inside. The DM will not follow you in. Once inside, you
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will notice a bronze door in one of the walls. However, you can't open it
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yet! Something else has to be done. And it will have to be done by someone
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else. So, first tell the DM to go to the Parapet. Then tell him to turn the
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dial to 1, and then tell him to push the button. All right!! The magic
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moment has arrived! Unlock the bronze door with the key, open the door, and
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go South!
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Finally, Zork is finished! You have survived all the perils, pitfalls, and
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puzzles, and now, YOU are the new Dungeon Master. Have fun!
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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